Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Cursed |
| Level / Exp | 15 / 40% |
| Size | small |
| Lifes / Deaths | Killed by Isuwen the ghoul at level 15 on the 42nd Dusk 122nd year of Ascendancy at 04:06 / 1 |
Primary Stats
| Strength | 31.906847148805 (base 41) |
| Dexterity | 1 (base 10) |
| Constitution | 2 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 46 (base 33) |
| Cunning | 21 (base 10) |
Resources
| Life | -82/365 |
| Hate | 98/100 |
| Equilibrium | 10 |
| Healing Factor | 1.0623550866607 |
| Regeneration | 0.26558877166517 |
Speed
| Mental | +30.42895843273% |
| Attack | 0% |
| Movement | +219.65303529816% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 32 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 79.08934837382 (100%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 29 |
| Physical Save | 22 |
| Spell Save | 19 |
| Mental Save | 41 |
Defense: Resistances
| All | -17%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Confusion Resistance | 96% |
| Fear Resistance | 44% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 300% 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
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| detrimental effect | Huge cut that bleeds, doing 19.11 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its strength by 12 and doing 22.92 blight damage per turn. Weakness Disease |
| beneficial effect | Stalking Isuwen the ghoul. Bonus level 3: +23 attack, +29% melee damage, +1.50 hate/turn prey was hit. Stalking 55/1381 +3 |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 12 and doing 22.18 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target is rampaging! (+190% movement speed, +30% attack speed, +12% physical damage, +6 physical save, +6 mental save) Rampaging |
| beneficial effect | The target's skin reacts to damage, granting 31 armour and 50% armour hardiness. Thorny Skin |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 4 and doing 14.80 blight damage per turn. Rotting Disease |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Xudheba (0 def, 5 armour) Xudheba (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +5% cold / +5% fire Changes damage: +6% arcane / +3% physical Critical mult.: +3.00% Only die when reaching: -60.00 life Maximum mana: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | Velothra the hardened leather cap (4 def, 12 armour) Velothra the hardened leather cap (4 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +3% Changes stats: +5 Str / +4 Dex Changes resistances: +3% all Physical save: +7 (+3 eff.) Light radius: +3 Infravision radius: +2 See invisible: +6 A cap made of leather. |
| Tool | quick yew totem of thorny skin [power 31] (10/16 cooldown) quick yew totem of thorny skin [power 31] (10/16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Aerawen' copper ring 'Aerawen'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +25% darkness / +3% mind Changes resistances penetration: +10% blight Changes damage: +11% darkness / +12% blight Mana when firing critical spell: +1.00 Rings can have magical properties. |
| 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 main hand | Arcwilder the dwarven-steel greatsword (Shrouds) (148% power, 2 apr) Arcwilder the dwarven-steel greatsword (Shrouds) (148% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 lightning / +12 fire Burst (radius 1) on hit: +8 lightning / +13 fire When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +12% lightning Curse of Shrouds Massive two-handed swords. |
| On hands | heroic hardened leather gloves (0 def, 5 armour) heroic hardened leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Mental save: +7 (+2 eff.) Maximum life: +52.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening dwarven-steel plate armour of command (12 def, 15 armour) enlightening dwarven-steel plate armour of command (12 def, 15 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +12 (+10 eff.) Fatigue: +24% Changes stats: +7 Cun / +4 Wil Mental save: +24 (+8 eff.) A suit of armour made of metal plates. |
| 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 (+1 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level. SplendourwakerSplendourwaker Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 8 light Changes stats: +3 Mag Changes damage: +12% light Critical mult.: +3.00% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Shadowbrawn the iron battleaxe (Misfortune) (110% power, 1 apr)Shadowbrawn the iron battleaxe (Misfortune) (110% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage against: +12% Unnatural When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Wil Changes resistances: +6% darkness / +3% lightning Changes resistances penetration: +10% lightning / +5% darkness Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. iron longsword (Misfortune) (104% power, 2 apr)iron longsword (Misfortune) (104% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword of phasing (Shrouds) (101% power, 7 apr)iron longsword of phasing (Shrouds) (101% power, 7 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Curse of Shrouds Sharp, long, and deadly. |
vined mindstar 'Voriwyn' (Misfortune) (85% power, 18 apr, mind damage) vined mindstar 'Voriwyn' (Misfortune) (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 blight / +12 arcane Burst (radius 2) on crit: +4 arcane When wielded/worn: Effects on melee hit: * 10% chance to disease Changes damage: +2% acid / +3% blight Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
6 agate 6 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. |
Tooth of the Mouth (dig speed 12 turns) =12di= Tooth of the Mouth (dig speed 12 turns) =12di=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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
This item will automatically be transmogrified when you leave the level. iron torque of thermal psionic shield [power 23] (10/20 cooldown)iron torque of thermal psionic shield [power 23] (10/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Stupidity the Yeek Cursed level 12
14th Dusk 122nd year of Ascendancy at 00:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Stupidity the Yeek Cursed level 10
10th Mirth 122nd year of Ascendancy at 19:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Stupidity the Yeek Cursed level 11
5th Dusk 122nd year of Ascendancy at 23:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Stupidity the Yeek Cursed level 11
8th Flare 122nd year of Ascendancy at 18:08 see stats
Log
Stupidity is free from the weakness disease.
Decrepitude Disease from Isuwen the ghoul hits Stupidity for 8 blight damage.
Bleeding from Isuwen the ghoul hits Stupidity for 9 physical damage.
Rotting Disease from Isuwen the ghoul hits Stupidity for 5 blight damage.
Stupidity receives 14 healing.
Skeleton warrior hits Stupidity for 9 light, 7 darkness (15 total damage).
Stupidity hits Skeleton warrior for 17 fire damage.
Isuwen the ghoul casts Virulent Disease.
Stupidity is afflicted by a weakness disease!
Isuwen the ghoul hits Stupidity for 3 light, 2 darkness (5 total damage).
Stupidity hits Isuwen the ghoul for 14 fire, 14 fire (28 total damage).
Stupidity uses Rampage.
Stupidity begins rampaging!
Isuwen the ghoul hits Stupidity for 4 cold damage.
Stupidity hits Isuwen the ghoul for 96 physical, 6 lightning, 8 fire, 4 mind, 6 lightning, 9 fire (130 total damage).
Stupidity hits Skeleton warrior for 7 lightning, 11 fire (18 total damage).
Isuwen the ghoul is no longer harassed.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Weakness Disease from Isuwen the ghoul hits Stupidity for 21 blight damage.
Decrepitude Disease from Isuwen the ghoul hits Stupidity for 21 blight damage.
Bleeding from Isuwen the ghoul hits Stupidity for 22 physical damage.
Rotting Disease from Isuwen the ghoul hits Stupidity for 14 blight damage.
Stupidity receives 13 healing.
Skeleton warrior hits Stupidity for 11 light, 8 darkness (18 total damage).
Stupidity hits Skeleton warrior for 20 fire damage.
Isuwen the ghoul casts Invoke Darkness.
Your hatred grows even as your life fades! (+16 hate)
Saving game...
