Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 15 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Elotta the minotaur at level 12 on the 22nd Dusk 122nd year of Ascendancy at 03:35 / 2Killed by snow giant boulder thrower at level 15 on the 5th Haze 122nd year of Ascendancy at 22:46 |
Primary Stats
| Strength | 50 (base 37) |
| Dexterity | 17 (base 13) |
| Constitution | 42 (base 28) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 16) |
Resources
| Life | -45/468 |
| Stamina | 130/170 |
| Healing Factor | 1 |
| Regeneration | 5.2612968211373 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 7 |
| Lite | 6 |
| Infravision | 6 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 51 |
| Crit Chance | 6% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Penetration
| All | +6% |
Defense: Base
| Armour (hardiness) | 55 (97.241379310345%) |
| Defense | 40 |
| Ranged Defense | 43 |
| Fatigue | 42 |
| Physical Save | 42 |
| Spell Save | 22 |
| Mental Save | 19 |
Defense: Resistances
| All | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
| beneficial effect | The target is out of phase with reality, increasing defense by 31, resist all by 28%, and reducing the duration of detrimental timed effects by 31%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has been revealed, reducing its stealth power by 16. Luminescence |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target's vision range is decreased by 3. Reduced Vision |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
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 |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Chamalach' (0 def, 9 armour) pair of dwarven-steel boots 'Chamalach' (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +2 Cun / +4 Con Stamina each turn: +0.50 Maximum stamina: +16.00 Maximum psi: +10.00 Infravision radius: +2 Damage Shield penetration: +30% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Duvegagund' alchemist's lamp 'Duvegagund'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +5 Wil Changes resistances: +5% temporal / +7% cold Changes resistances penetration: +5% acid / +6% all Changes damage: +10% mind / +6% acid Light radius: +4 Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating iron helm of constitution (+2) (0 def, 3 armour) insulating iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +5% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Yvisekira (dig speed 30 turns) Yvisekira (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Changes resistances: +3% mind Infravision radius: +2 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Heatwrecker the gold ring Heatwrecker the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 12 fire Changes stats: +5 Str Changes resistances: +3% light / +6% fire Changes damage: +6% fire Rings can have magical properties. |
| On fingers | Breguthad the stralite ring Breguthad the stralite ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Con Changes resistances: +6% lightning / +6% light / +28% fire / +20% nature / +6% darkness Changes damage: +10% nature / +14% fire Physical save: +14 (+4 eff.) Rings can have magical properties. |
| Around waist | blurring rough leather belt of transcendence blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +5 Physical save: +5 (+1 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In main hand | Bregugrim the Hellsnake (27.5-38.5 power, 4 apr) Bregugrim the Hellsnake (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 nature / +8 temporal When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% fire Changes resistances penetration: +5% fire Blunt and deadly. |
| On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour) steady iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +1 Changes stats: +2 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Adira the Carrionstreak (8 def, 2 armour, 33.5-40.2 power, 83.5 block) Adira the Carrionstreak (8 def, 2 armour, 33.5-40.2 power, 83.5 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: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +2 Dex Changes resistances: +18% lightning Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Light radius: +2 Handheld deflection devices. |
| Main armor | spiked steel plate armour of fire resistance (4 def, 9 armour) spiked steel plate armour of fire resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 10 physical Changes resistances: +17% fire A suit of armour made of metal plates. |
| Around neck | serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 138) healing infusion of the titan (heal 138)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
quick dwarven-steel battleaxe (33.5-50.25 power, 2 apr) quick dwarven-steel battleaxe (33.5-50.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +3 Dex Massive two-handed battleaxes. |
chilling steel dagger of vileness (11.5-14.95 power, 6 apr) chilling steel dagger of vileness (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 4% chance to disease Damage (Melee): +8 blight / +4 cold Sharp, short and deadly. |
steel dagger (10-13 power, 6 apr) steel dagger (10-13 power, 6 apr)Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
cruel yew vilestaff of might (20-24 power, 4 apr, fire element) cruel yew vilestaff of might (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+9 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of warding (20-24 power, 4 apr, temporal element) surging yew starstaff of warding (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Maximum wards: +2 temporal Changes damage: +20% temporal Talents granted: +1 Command Staff +2 Ward Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
thought-forged steel waraxe of daylight (12.5-17.5 power, 3 apr) thought-forged steel waraxe of daylight (12.5-17.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind / +7 light Damage against: +13% Undead When wielded/worn: Changes stats: +2 Cun / +1 Wil One-handed war axes. |
scholar's pair of hardened leather boots of uncanny dodging (2 def, 3 armour) scholar's pair of hardened leather boots of uncanny dodging (2 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
cleansing steel mail armour of stability (2 def, 6 armour) cleansing steel mail armour of stability (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +11% blight / +6% physical / +10% nature Physical save: +12 (+4 eff.) A suit of armour made of mail. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Nobunga the Cornac Bulwark level 10
5th Flare 122nd year of Ascendancy at 15:25 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Nobunga the Cornac Bulwark level 5
77th Pyre 122nd year of Ascendancy at 15:06 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Nobunga the Cornac Bulwark level 11
20th Dusk 122nd year of Ascendancy at 20:01 see stats
Unstoppable (Roguelike)
Returned from the dead.By Nobunga the Cornac Bulwark level 12
22nd Dusk 122nd year of Ascendancy at 03:36 see stats
Log
Snow giant thunderer is surrounded by a thick smoke.
Snow giant chieftain is surrounded by a thick smoke.
Nobunga has finished recovering.
Nobunga casts Rune: Phase Door.
There is an item here: gifted thorny mindstar of life (8-8.8 power, 24 apr, mind damage)
Nobunga is out of phase.
Snow giant boulder thrower uses Infusion: Wild.
Snow giant boulder thrower lessens the pain.
Snow giant uses Infusion: Sun.
Nobunga loses sight!
Nobunga has been illuminated.
Something hits Something for 70 lightning damage.
Something hits Nobunga for 32 lightning damage.
Something hits Something for 70 lightning damage.
Something hits Something for 76 lightning damage.
Something hits Nobunga for 35 lightning damage.
Something hits Something for 76 lightning damage.
Nobunga wanders around!.
Nobunga shrugs off the effect 'Confused'!
Nobunga hits Something for 55 physical, 10 nature, 7 temporal, (73 total damage).
Something hits Nobunga for 3 cold damage.
Something misses Nobunga.
Something misses Nobunga.
There is an item here: heroism infusion of the wizard (+5 for 7 turns, die at -142)
Something misses Nobunga.
Something hurls a huge boulder at Nobunga!
Saving game...
