Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.4.0Combines 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: Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 19 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by eldritch eye at level 15 on the 23rd Loss 122nd year of Ascendancy at 03:55 4 / 1 |
Primary Stats
| Strength | 58 (base 47) |
| Dexterity | 25 (base 23) |
| Constitution | 33 (base 19) |
| Magic | 11 (base 10) |
| Willpower | 20 (base 12) |
| Cunning | 29 (base 15) |
Resources
| Life | 586/586 |
| Stamina | 149/149 |
| Healing Factor | 1.3 |
| Regeneration | 2.795 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 39 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 67.724286018844 (81.030927835052%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 27 |
| Physical Save | 47 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 77% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (4/4)
| 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 355 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 414% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
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 failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by Nerimina the brown bear. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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 skeleton mage skull. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glittersage the pair of iron boots (0 def, 8 armour) Glittersage the pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Effects on melee hit: * 15% chance to blind Changes resistances penetration: +10% light Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows 'Smoldersever' (16/16, 19.5-27.3 power, 7 apr) quiver of ash arrows 'Smoldersever' (16/16, 19.5-27.3 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon crit: * wounds the target Damage (Ranged): +4 lightning / +12 fire / +8 bleed Burst (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Pyrehacker the brass lantern Pyrehacker the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +5% fire Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 22 blight damage or heals 34 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | bladed rough leather cap of constitution (+3) (0 def, 1 armour) bladed rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 99.5 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | radiant iron gauntlets of strength (+3) (0 def, 1 armour) radiant iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Str Changes resistances: +6% light Changes damage: +4% light Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | hateful iron torque of psychoportation [power 21] (30 cooldown) hateful iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Stun/Freeze immunity: +20% Life regen: +1.40 Rings can have magical properties. |
| On fingers | voratun ring 'Airwill' voratun ring 'Airwill'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 12 bleed Damage when hit (Melee): 12 lightning Changes stats: +5 Cun / +2 Mag Changes resistances: +20% acid / +24% fire / +17% lightning / +18% cold Changes damage: +9% lightning Physical save: +13 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +16 (+5 eff.) Vim when firing critical spell: +1.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | wanderer's steel amulet of constitution (+4) wanderer's steel amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +7 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Glowhack (22-30.8 power, 4 apr) Glowhack (22-30.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 light / +12 cold Burst (radius 1) on hit: +8 arcane When wielded/worn: Light radius: +1 Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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. |
| In off hand | Goryrain the dwarven-steel shield (8 def, 7 armour, 29-34.8 power, 114.5 block) Goryrain the dwarven-steel shield (8 def, 7 armour, 29-34.8 power, 114.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +114 When wielded/worn: Armour: +7 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Talent granted: +3 Block Spell save: +20 (+7 eff.) Maximum mana: +80.00 Handheld deflection devices. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xathra the steel plate armour (4 def, 9 armour) Xathra the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * Slows global speed by 40% Changes resistances: +3% fire / +7% mind / +3% darkness Reduces incoming crit damage: 5.00% Mental save: +16 (+5 eff.) A suit of armour made of metal plates. |
Inventory
dwarven-steel plate armour 'Arondil' (5 def, 11 armour) dwarven-steel plate armour 'Arondil' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 12 light Changes stats: +3 Wil Changes resistances: +31% blight / +25% darkness Mental save: +25 (+8 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +25.00 Light radius: +2 A suit of armour made of metal plates. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Noshadow the Dwarf Bulwark level 11
12nd Dearth 122nd year of Ascendancy at 08:48 see stats
Exterminator
Killed 1000 creatures.By Noshadow the Dwarf Bulwark level 16
11st Shortage 122nd year of Ascendancy at 03:23 see stats
Level 10
Got a character to level 10.By Noshadow the Dwarf Bulwark level 10
30th Profit 122nd year of Ascendancy at 09:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Noshadow the Dwarf Bulwark level 16
11st Shortage 122nd year of Ascendancy at 03:42 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Noshadow the Dwarf Bulwark level 5
20th Voratun 122nd year of Ascendancy at 05:57 see stats
The Arena
Unlocked Arena mode.By Noshadow the Dwarf Bulwark level 9
20th Profit 122nd year of Ascendancy at 10:53 see stats
The secret city
Discovered the truth about mages.By Noshadow the Dwarf Bulwark level 9
22nd Profit 122nd year of Ascendancy at 09:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Noshadow the Dwarf Bulwark level 19
21st Steel 123rd year of Ascendancy at 10:38 see stats
Log
Snow giant starts to bleed.
Snow giant slows down.
Snow giant shrugs off the effect 'Blinded'!
Noshadow hits Snow giant for 93 light, 3 light, 6 cold, 5 light, 1 physical, , , , 8 arcane (116 total damage).
Bleeding from Noshadow hits Snow giant for 1 physical damage.
Snow giant hits Noshadow for 6 cold damage.
Noshadow hits Snow giant for 13 lightning, 4 physical (17 total damage).
Snow giant hits Noshadow for 6 physical, 3 cold (8 total damage).
Noshadow hits Snow giant for 97 light, 3 light, 6 cold, 5 light, 1 physical, , , , 8 arcane (121 total damage).
Bleeding from Noshadow hits Snow giant for 1 physical damage.
Snow giant hits Noshadow for 6 cold damage.
Snow giant misses Noshadow.
You collect a new ingredient: snow giant kidney (1).
Noshadow hits Snow giant for 87 light, 3 light (91 total damage).
Snow giant hits Noshadow for 6 cold damage.
Noshadow killed Snow giant!
Resting starts...
Rested for 12 turns (stop reason: all resources and life at maximum).
You pickup 0.90 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.50 gold pieces.
Ran for 2 turns (stop reason: interesting terrain).
Noshadow rushes out!
Noshadow deactivates Shield Wall.
