











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! 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 | Dwarf | 
| Class | Berserker | 
| Level / Exp | 10 / 9% | 
| Size | medium | 
| Lifes / Deaths | Killed by worm that walks at level 10 on the 14th Dearth 122nd year of Ascendancy at 13:06  / 1 | 
Primary Stats
| Strength | 32 (base 28) | 
| Dexterity | 11 (base 11) | 
| Constitution | 33 (base 24) | 
| Magic | 8 (base 10) | 
| Willpower | 19 (base 10) | 
| Cunning | 19 (base 10) | 
Resources
| Life | -103/426 | 
| Stamina | 28/160 | 
| Healing Factor | 1.1789294477288 | 
| Regeneration | 6.2026977556808 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 42 | 
| Accuracy | 40 | 
| Crit Chance | 3% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +5% | 
| Acid | +9% | 
| Fire | +15% | 
| Cold | +10% | 
Offense: Damage Penetration
| Acid | +20% | 
Defense: Base
| Armour (hardiness) | 10.335093952971 (47.857809501309%) | 
| Defense | 4 | 
| Ranged Defense | 4 | 
| Fatigue | 14 | 
| Physical Save | 29 | 
| Spell Save | 27 | 
| Mental Save | 18 | 
Defense: Resistances
| Darkness | + 13%( 70%) | 
| Acid | + 29%( 70%) | 
| Light | + 14%( 70%) | 
| Cold | + 29%( 70%) | 
| Mind | + 13%( 70%) | 
| Lightning | + 15%( 70%) | 
| Fire | + 46%( 70%) | 
| All | + 3%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Confusion Resistance | 20% | 
| Pinning Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 21% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
Class Talents
| Technique / Two-handed assault | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
Effects
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 successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one length of troll intestine. Kindly empty it before returning.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.'  | active | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
Equipment
| On feet |  Morningviper (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% fire Changes resistances penetration: +20% acid Changes damage: +9% acid Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +1 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 lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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.  | 
| On head |  stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +15% cold Changes damage: +10% cold Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly...  | 
| Tool |  Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers |  copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +23.00 Rings make your fingers look great!  | 
| On fingers |  titan's steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +6 (+3 eff.) Rings make your fingers look great!  | 
| Around waist |  noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist.  | 
| In main hand |  hateful iron greatmaul of dampening (17-26 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living When wielded/worn: Changes resistances: +12% acid / +12% lightning / +12% cold / +12% fire / +3% all Spell save: +10 (+5 eff.) Massive two-handed mauls.  | 
| On hands |  cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +5 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  prismatic iron mail armour of acid resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% acid / +11% light / +10% darkness A suit of armour made of mail.  | 
| Cloak |  linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +5 (+2 eff.) Mental save: +5 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| 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: +10% mind Confusion immunity: +20% Amulets make your neck look great!  | 
Inventory
 copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great!  | 
 rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.steel battleaxe (20-29 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes.  | 
 Tirakai's Maul (32-42 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 disarming acid When wielded/worn: Changes stats: +1 Str / +3 Dex / +3 Mag / +1 Wil / +3 Cun / +1 Con Changes damage: +4% acid Agate: Acid It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.  | 
 This item will automatically be transmogrified when you leave the level.steady elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +2.0% Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.balanced steel longsword of the mystic (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+5 eff.) Changes stats: +2 Mag / +1 Wil Disarm immunity: +23% Spellpower: +7 (+4 eff.) Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes.  | 
 This item will automatically be transmogrified when you leave the level.ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.potent elm magestaff (12-14 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% arcane Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
 scholar's pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+2 eff.) 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.  | 
 prismatic iron plate armour of lightning resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% lightning / +11% light / +10% darkness A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.reinforced dwarven-steel shield of acid resistance (+16%) (0 def, 7 armour, 26-31 power, 100 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +100 When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices.  | 
 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.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 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.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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.  | 
 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.  | 
 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.  | 
 4 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.  | 
 zircon0.00 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
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Smigity the Dwarf Berserker level 9
13rd Dearth 122nd year of Ascendancy at 12:50 see stats
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Smigity the Dwarf Berserker level 8
25th Voratun 122nd year of Ascendancy at 00:31 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By Smigity the Dwarf Berserker level 10
14th Dearth 122nd year of Ascendancy at 11:17 see stats
			Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.By Smigity the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 06:20 see stats
			The secret city (Roguelike)
			Discovered the truth about mages.By Smigity the Dwarf Berserker level 8
19th Profit 122nd year of Ascendancy at 09:21 see stats
Log
Smigity is recovering from the damage!
Worm that walks performs a melee critical strike against Smigity!
Worm that walks HEALS from  blight  damage!
Ruin hits Worm that walks for 9 healing, 10 healing (0 total damage) [19 healing].
Worm that walks hits Smigity for 190 blight, 10 blight, 22 blight, 7 blight, 22 blight (251 total damage).
Melee retaliation hits Worm that walks for 0 blight, 6 healing, 0 blight, 6 healing (0 total damage) [11 healing].
Carrion worm mass's blight area effect hits Smigity for 13 blight damage.
Smigity's skin returns to normal.
Worm Rot from Worm that walks hits Smigity for 41 blight, 25 acid (66 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Smigity uses Infusion: Wild.
Smigity lessens the pain.
Smigity uses Infusion: Healing.
A carrion worm mass bursts out of Smigity!
Smigity is free from the worm rot.
Worm that walks hits Smigity for 83 blight damage.
Smigity receives 59 healing from Infusion: Healing.
Smigity uses Fearless Cleave.
Smigity hits Carrion worm mass for 47 physical, 8 darkness, 10 fire (65 total damage).
Smigity hits Worm that walks for 34 physical, 6 darkness, 8 fire (49 total damage).
Worm that walks casts Epidemic.
Smigity is afflicted by an epidemic!
Worm that walks HEALS from  blight  damage!
Worm that walks receives 9 healing from Ruin.
Worm that walks hits Smigity for 10 blight, 20 blight, 73 lightning (103 total damage).
Melee retaliation hits Worm that walks for 0 blight, 6 healing, 0 blight, 6 healing (0 total damage) [11 healing].
Smigity the level 10 dwarf berserker was volted to death by a worm that walks on level 2 of Old Forest.





































































