











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Writhing One |
| Level / Exp | 20 / 59% |
| Size | small |
| Lifes / Deaths | Killed by Assassin Lord at level 20 on the 35th Haze 122nd year of Ascendancy at 00:48 / 1 |
Primary Stats
| Strength | 53 (base 39) |
| Dexterity | 24 (base 10) |
| Constitution | 25 (base 20) |
| Magic | 58 (base 40) |
| Willpower | 12 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -181/675 |
| Insanity | 61/100 |
| Healing Factor | 1.3645178243369 |
| Regeneration | 4.4346829290949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 21.08893205365 |
| See Invisible | 21.08893205365 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Blight | +15% |
| Mind | +3% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +5% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 51.551211628464 (73.607947236566%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 20 |
| Physical Save | 32 |
| Spell Save | 22 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 8%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 32%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 8%( 70%) |
| Mind | + 8%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 473% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * '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.' 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 minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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. * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed ice ant stinger. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within9 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. | active |
Equipment
| On feet | Xiratha the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Resists +6% acid +9% light +3% blight Phys.save +10 (+5 eff.) Mind.save +11 (+6 eff.) Max.HP +20.00 Teleport- +10% A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Salowen' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +1% physical +8% cold Die.at -60.00 life ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Singeshaper the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +25% mind Apr +5 On Hit (Melee): * 20% chance to reduce all saves and defense by 9 ----- def ----- Resists +3% mind +3% fire Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Daysweeper the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +7 Str +4 Mag +1 Wil +1 Con ----- def ----- Armour +6 ---------- misc Light +1 Rings make your fingers look great! |
| On fingers | copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | dwarven-steel longsword 'Tulilen' (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +7.5% Atk.spd 100% Phasing +20% Melee+ +5 darkness Against +8% Living While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+6 eff.) Apr +2 Sharp, long, and deadly. |
| On hands | Shineoblivion (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% light +15% acid Acc +12 (+4 eff.) ----- def ----- Armour +12 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Hathelatharand the dwarven-steel plate armour (0 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +9% light +6% temporal Crit.chn- 15.00% Max.HP +31.00 HP.reg +3.00 Heal.mod +13% Disease- +10% A suit of armour made of metal plates. |
| Cloak | Velothra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag +1 Wil +1 Con dps ---------- Mind.crit +3% Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +12% lightning Stun/Frz- +24% ---------- misc Mana/turn +0.17 Max.mana +22.00 Amulets make your neck look great! |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Skybutcher the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +5% darkness +9% light +6% mind Res.pen +10% darkness +25% lightning ----- def ----- Defense +2 (+2 eff.) Resists +11% darkness +12% mind Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +1 Mag +3 Wil +2 Con ----- def ----- Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitterream (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex +1 Mag +1 Wil +2 Cun +4 Con dps ---------- Res.pen +10% light Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Haliranik the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Crit.chn- 15.00% HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By qgrqg the Halfling Writhing One level 14
73rd Dusk 122nd year of Ascendancy at 22:00 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By qgrqg the Halfling Writhing One level 10
2nd Dusk 122nd year of Ascendancy at 20:58 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By qgrqg the Halfling Writhing One level 20
17th Haze 122nd year of Ascendancy at 13:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By qgrqg the Halfling Writhing One level 16
3rd Haze 122nd year of Ascendancy at 02:57 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By qgrqg the Halfling Writhing One level 18
5th Haze 122nd year of Ascendancy at 23:57 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By qgrqg the Halfling Writhing One level 10
2nd Dusk 122nd year of Ascendancy at 21:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By qgrqg the Halfling Writhing One level 9
9th Flare 122nd year of Ascendancy at 13:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By qgrqg the Halfling Writhing One level 18
5th Haze 122nd year of Ascendancy at 11:28 see stats
Log
Qgrqg is stunned!
Something performs a melee critical strike against qgrqg!
Something hits qgrqg for 25 physical, 27 darkness, 26 physical, 27 darkness (107 total damage).
Assassin Lord uses Venomous Strike.
Qgrqg is poisoned!
Qgrqg slows down.
Qgrqg's Infusion: Movement is disrupted by crippling poison!
Qgrqg's Infusion: Regeneration is disrupted by crippling poison!
Qgrqg's Shed Skin is disrupted by crippling poison!
Qgrqg's Infusion: Healing is disrupted by crippling poison!
Qgrqg's Teleport: Kroshkkur is disrupted by crippling poison!
Assassin Lord hits qgrqg for 48 nature, 27 darkness, 47 nature, 27 darkness (151 total damage).
Talent Carrion Feet is ready to use.
Talent Lash Out is ready to use.
Talent Dig is ready to use.
Deadly Poison from Assassin Lord hits qgrqg for 21 nature damage.
Qgrqg fails to use Anarchic Walk.
Assassin Lord hits qgrqg for 23 physical, 27 darkness, 18 physical, 27 darkness (97 total damage).
Deadly Poison from Assassin Lord hits qgrqg for 21 nature damage.
Assassin Lord hits qgrqg for 23 physical, 27 darkness, 24 physical, 27 darkness (103 total damage).
Qgrqg casts Anarchic Walk.
Qgrqg is not stunned anymore.
Deadly Poison from Assassin Lord hits qgrqg for 43 nature damage.
Deadly Poison from Assassin Lord hits qgrqg for 43 nature damage.
Deadly Poison from Assassin Lord hits qgrqg for 43 nature damage.
qgrqg the level 20 halfling writhing one was naturalised to death by Assassin Lord on level 2 of Unknown tunnels.







































































