Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 20 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by storm drake hatchling at level 17 on the 66th Haze 122nd year of Ascendancy at 00:24 / 2Killed by Poroth the Guardian at level 20 on the 10th Regrowth 123rd year of Ascendancy at 09:10 |
Primary Stats
| Strength | 62 (base 48) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 59 (base 43) |
| Cunning | 20 (base 10) |
Resources
| Life | -29/518 |
| Equilibrium | 62 |
| Healing Factor | 1 |
| Regeneration | 53.770000000001 |
Speed
| Mental | +12.028637809583% |
| Attack | +12.028637809583% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 29 |
| Crit Chance | 18% |
| APR | 7 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 21% |
| Speed | 0.89262890235238 |
Defense: Base
| Armour (hardiness) | 61.990442056323 (87.462686567164%) |
| Defense | 11 |
| Ranged Defense | 13 |
| Fatigue | 26 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 41 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 44% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.26 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| detrimental effect | Huge cut that bleeds, doing 3.62 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 45.12 nature damage per turn. Poison |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 32.21 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 53.52 life per turn. Regeneration |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Willpower by +2. | 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 Horned Horror. * 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 Shade. | 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 33. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed electric eel tail. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | traveler's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) traveler's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -2% Maximum encumbrance: +25 Physical save: +7 (+3 eff.) 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 of health alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating dwarven-steel helm of strength (+5) (0 def, 4 armour) insulating dwarven-steel helm of strength (+5) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str Changes resistances: +8% cold / +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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. |
| On fingers | warrior's gold ring of fire (+24%) warrior's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
| On fingers | psionicist's steel ring of lightning (+22%) psionicist's steel ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +8 (+3 eff.) Rings can have magical properties. |
| Around waist | hardened leather belt of resilience hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +41.00 A belt that goes around your waist. |
| In main hand | insidious dwarven-steel greatmaul (42-63 power, 2 apr) insidious dwarven-steel greatmaul (42-63 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +26 insidious poison Massive two-handed mauls. |
| On hands | sand dwarven-steel gauntlets (0 def, 8 armour) sand dwarven-steel gauntlets (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 7 physical Changes damage: +6% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | enlightening dwarven-steel plate armour of the deep (5 def, 12 armour) enlightening dwarven-steel plate armour of the deep (5 def, 12 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +12 Defense: +5 (+5 eff.) Fatigue: +24% Changes stats: +4 Cun / +5 Wil Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Mental save: +15 (+5 eff.) A suit of armour made of metal plates. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con 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. |
| Around neck | Gluma GlumaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Wil Talent mastery: +0.16 Technique / Two-handed assault Critical mult.: +10.00% Mental save: +10 (+3 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. steel plate armour of acid resistance (4 def, 9 armour)steel plate armour of acid resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +18% acid A suit of armour made of metal plates. |
41 alchemist agate 41 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 389/400. 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 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. |
3 amethyst 3 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By i say nay the Cornac Wyrmic level 20
9th Regrowth 123rd year of Ascendancy at 13:46 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By i say nay the Cornac Wyrmic level 13
23rd Dusk 122nd year of Ascendancy at 05:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By i say nay the Cornac Wyrmic level 18
67th Haze 122nd year of Ascendancy at 20:58 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By i say nay the Cornac Wyrmic level 16
34th Haze 122nd year of Ascendancy at 03:10 see stats
Level 10 (Roguelike)
Got a character to level 10.By i say nay the Cornac Wyrmic level 10
10th Mirth 122nd year of Ascendancy at 15:40 see stats
Level 20 (Roguelike)
Got a character to level 20.By i say nay the Cornac Wyrmic level 20
1st Decay 122nd year of Ascendancy at 19:21 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By i say nay the Cornac Wyrmic level 13
53rd Dusk 122nd year of Ascendancy at 18:43 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By i say nay the Cornac Wyrmic level 18
67th Haze 122nd year of Ascendancy at 00:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By i say nay the Cornac Wyrmic level 10
3rd Summertide 122nd year of Ascendancy at 22:12 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By i say nay the Cornac Wyrmic level 20
10th Regrowth 123rd year of Ascendancy at 01:02 see stats
The secret city (Roguelike)
Discovered the truth about mages.By i say nay the Cornac Wyrmic level 11
6th Flare 122nd year of Ascendancy at 20:43 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By i say nay the Cornac Wyrmic level 18
68th Haze 122nd year of Ascendancy at 03:59 see stats
Unstoppable (Roguelike)
Returned from the dead.By i say nay the Cornac Wyrmic level 17
66th Haze 122nd year of Ascendancy at 00:25 see stats
Log
i say nay performs a melee critical strike against Poroth the Guardian!
i say nay misses Poroth the Guardian.
i say nay hits Poroth the Guardian for (20 resist armour), 118 acid, (4 resist armour), 0 nature, (7 resist armour), 0 physical, (20 resist armour), 78 acid, (4 resist armour), 0 nature, (7 resist armour), 0 physical, (20 resist armour), 79 acid, (4 resist armour), 0 nature, (7 resist armour), 0 physical (274 total damage).
Poroth the Guardian hits i say nay for 13 physical, 13 physical, 13 physical (40 total damage).
I say nay starts to bleed.
Poroth the Guardian starts to bleed.
Blade horror's physical bleed area effect hits i say nay for 35 physical damage.
Blade horror's physical bleed area effect hits Isulle the armoured skeleton warrior for (16 resist armour), 20 physical (20 total damage).
Blade horror's physical bleed area effect hits Poroth the Guardian for (20 resist armour), 16 physical (16 total damage).
Poroth the Guardian bites poison into i say nay.
I say nay is poisoned!
I say nay stops regenerating health quickly.
Bleeding from Blade horror hits i say nay for 4 physical damage.
Bleeding from Blade horror hits Poroth the Guardian for (4 resist armour), 0 physical (0 total damage).
Poroth the Guardian hits i say nay for 43 nature, 4 cold, 6 acid, 4 fire, 5 arcane, 5 lightning, 3 acid, 3 lightning, 3 cold, 5 arcane, 2 fire (84 total damage).
Rotting Disease from Poroth the Guardian hits i say nay for 32 blight damage.
Poison from Poroth the Guardian hits i say nay for 43 nature damage.
Insidious Poison from I say nay hits Poroth the Guardian for (4 resist armour), 0 nature (0 total damage).
i say nay hits Poroth the Guardian for (16 resist armour), 0 blight, (18 resist armour), 0 cold, (12 resist armour), 0 mind (0 total damage).
I say nay uses Infusion: Regeneration.
I say nay starts regenerating health quickly.
Blade horror's physical bleed area effect hits Poroth the Guardian for (20 resist armour), 16 physical (16 total damage).
Blade horror's physical bleed area effect hits Isulle the armoured skeleton warrior for (16 resist armour), 20 physical (20 total damage).
You fail to use Lightning Speed due to your equilibrium!
Bleeding from Blade horror hits Ghoul for 7 physical damage.
Poroth the Guardian throws two quick punches.
Poroth the Guardian casts Manathrust.
Saving game...
