Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 15 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 14 on the 26th Haze 122nd year of Ascendancy at 08:49 / 2Killed by large white snake at level 15 on the 31st Haze 122nd year of Ascendancy at 06:46 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 51 (base 41) |
| Willpower | 41 (base 25) |
| Cunning | 22 (base 15) |
Resources
| Life | -72/252 |
| Mana | 75/250 |
| Healing Factor | 0.85 |
| Regeneration | 0.8925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 12.912361212115 |
| See Invisible | 42.01065576963 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 4 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 15.715258061886 (30%) |
| Defense | 12 |
| Ranged Defense | 20 |
| Fatigue | 2 |
| Physical Save | 33 |
| Spell Save | 50 |
| Mental Save | 39 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 804% for 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Chant of Fortitude |
| talent | Feather Wind |
| talent | Keen Senses |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.14 nature damage per turn and decreasing all heals received by 15%. Insidious Poison |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% fire / +6% arcane / +6% cold Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.22 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | augmenting linen wizard hat of arcana (1 def, 0 armour) augmenting linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil / +4 Mag Changes damage: +4% acid / +3% cold / +5% fire / +4% arcane / +4% lightning Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | psionicist's steel ring of perseverance psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Turizilanik the copper ring Turizilanik the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil Critical mult.: +5.00% Physical save: +8 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
| Around waist | blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+9 eff.) Stealth bonus: +6 Mental save: +6 (+2 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
| In main hand | Lightningream (25-30 power, 5 apr, darkness element) Lightningream (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Damage (Melee): 22 fire Changes resistances: +12% lightning Changes resistances penetration: +12% darkness Changes damage: +25% darkness / +6% lightning Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +18 (+6 eff.) Spell crit. chance: +13% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Eilinima the Flowerkin (0 def, 5 armour) Eilinima the Flowerkin (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +3% nature / +2% physical Mental save: +6 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +42.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | spellwoven linen robe of lightning (+15%) (0 def, 0 armour) spellwoven linen robe of lightning (+15%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning Changes damage: +10% lightning Spell save: +15 (+5 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil / +5 Mag Spell save: +6 (+2 eff.) Maximum mana: +42.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's copper amulet savior's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical save: +11 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Amulets can have magical properties. |
Inventory
regeneration infusion (heal 297 over 5 turns) regeneration infusion (heal 297 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. 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 ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 116.48 physical damage to all targets in line, and inflicting bleeding for another 58.24 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Isiganne the linen cloak (1 def, 6 armour) Isiganne the linen cloak (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.) Damage when hit (Melee): 12 mind Changes resistances: +5% arcane / +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Changes damage: +8% nature Poison immunity: +24% Disease immunity: +22% Life regen: +1.70 Maximum life: +40.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of rushing (0 def, 3 armour) pair of iron boots of rushing (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 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. |
troll-hide cured leather armour of the deep (2 def, 5 armour) troll-hide cured leather armour of the deep (2 def, 5 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water Life regen: +3.00 Healing mod.: +14% A suit of armour made of leather. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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
Level 10 (Roguelike)
Got a character to level 10.By Dumuzi the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 05:22 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Dumuzi the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:30 see stats
Unstoppable (Roguelike)
Returned from the dead.By Dumuzi the Cornac Archmage level 14
26th Haze 122nd year of Ascendancy at 08:49 see stats
Log
Rogue hits Dumuzi for 23 physical, 10 physical, 6 acid (38 total damage).
Bandit hits Dumuzi for 0 physical, 19 physical (19 total damage).
Dumuzi hits Bandit for 7 light, 7 light (13 total damage).
Dumuzi hits Rogue for 7 light, 7 light (13 total damage).
Dumuzi hits Large white snake for 7 light damage.
Large white snake hits Dumuzi for 14 physical damage.
Dumuzi rearms.
Insidious Poison from Thief hits Dumuzi for 2 nature damage.
Dumuzi hits Large white snake for 7 light damage.
Large white snake hits Dumuzi for 16 physical damage.
Dumuzi casts Pulverizing Auger.
Dumuzi hits Bandit for 120 physical damage.
Dumuzi killed Bandit!
Thief hits Dumuzi for 25 physical, 12 physical, 2 nature (38 total damage).
Dumuzi hits Thief for 7 light, 7 light (13 total damage).
The Cog spins up and deflects the blow from Dumuzi!
Rogue hits Dumuzi for 21 physical, 10 physical, 0 acid (30 total damage).
Dumuzi hits Rogue for 7 light, 7 light (13 total damage).
Large white snake misses Dumuzi.
Rogue is no longer evading attacks.
Insidious Poison from Thief hits Dumuzi for 2 nature damage.
Dumuzi hits Horned Horror for 6 light damage.
Horned Horror hits Dumuzi for 26 physical, 6 light (32 total damage).
You pickup 0.65 gold pieces.
You pickup 0.60 gold pieces.
Rogue hits Dumuzi for 20 physical, 10 physical, 6 acid (35 total damage).
Dumuzi hits Rogue for 7 light, 7 light (13 total damage).
Saving game...
