








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Brawler |
Level / Exp | 23 / 31% |
Size | small |
Lifes / Deaths | Killed by Weirdling Beast at level 23 on the 66th Haze 122nd year of Ascendancy at 14:00 / 1 |
Primary Stats
Strength | 25 (base 13) |
Dexterity | 69 (base 53) |
Constitution | 37 (base 10) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 62 (base 45) |
Resources
Life | -94/663 |
Stamina | 31/161 |
Healing Factor | 1.4156521739131 |
Regeneration | 4.4593043478262 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Barehand
Damage | 85 |
Accuracy | 54 |
Crit Chance | 25% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Temporal | +12% |
Blight | +18% |
Physical | -7% |
Mind | +12% |
Offense: Damage Penetration
Nature | +15% |
Mind | +10% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 29 (36.618610747051%) |
Defense | 54 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 32 |
Mental Save | 25 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 14%( 70%) |
All | + 7%( 70%) |
Lightning | + 23%( 70%) |
Light | + 37%( 70%) |
Temporal | + 12%( 70%) |
Physical | -1%( 70%) |
Fire | + 12%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. Its effects scale with your Dexterity 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 198 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 188 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 22%. Distortion |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
detrimental effect | Fatigue from poor sleep, dealing 76.65 mind damage per turn. Restless Night |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 58%. Exhaustion |
beneficial effect | The target is wide awake and has 9% resistance to sleep effects. Insomnia |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 24 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Arewen the wolf. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Evasion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by white wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Critical mult.: +6.00% Life regen: +2.00 Maximum stamina: +10.00 Healing mod.: +12% A pair of boots made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +2 Changes resistances: +6% blight Spell save: +12 (+6 eff.) When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * Slows global speed by 12% * 17% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Changes resistances: +2% physical Changes resistances penetration: +15% nature Critical mult.: +6.00% Physical save: +49 (+15 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +4 Changes stats: +1 Str Changes resistances: +3% light / +3% physical Changes damage: +3% physical Critical mult.: +11.00% Disease immunity: +5% Cut immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +6 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +8 Dex / +5 Cun Changes resistances: +9% acid / +3% cold Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +6% nature / +3% physical Maximum encumbrance: +24 Physical save: +3 (+1 eff.) Spell save: +9 (+5 eff.) Silence immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +4 Con Changes resistances: +6% temporal Changes resistances penetration: +10% mind / +15% temporal Changes damage: +12% mind / +12% temporal Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +18% lightning / +6% physical / +6% arcane / +9% acid Changes damage: +18% blight / +6% acid Physical save: +15 (+5 eff.) Spell save: +12 (+6 eff.) A suit of armour made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Physical power: +6 (+1 eff.) Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Cun / +4 Wil Life regen: +0.40 Stamina each turn: +0.40 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil / +1 Cun / +3 Con Changes resistances: +5% cold / +6% fire Changes damage: +9% acid A belt that goes around your waist. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+2 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +2 Wil / +3 Cun / +5 Con Changes resistances: +2% physical Changes resistances penetration: +15% physical Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% lightning / +9% temporal Changes resistances penetration: +10% temporal Changes damage: +8% physical / +18% temporal / +6% darkness / +3% light A pointy cloth hat, very wizardly... |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Cun / +2 Con Changes resistances: +11% nature / +3% light Changes damage: +6% nature See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 21
58th Haze 122nd year of Ascendancy at 23:32 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 17
25th Haze 122nd year of Ascendancy at 08:20 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 18
28th Haze 122nd year of Ascendancy at 15:42 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 10
2nd Dusk 122nd year of Ascendancy at 11:57 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 20
42nd Haze 122nd year of Ascendancy at 13:50 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 17
68th Dusk 122nd year of Ascendancy at 12:19 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 17
64th Dusk 122nd year of Ascendancy at 02:44 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 7
9th Mirth 122nd year of Ascendancy at 13:50 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 20
43rd Haze 122nd year of Ascendancy at 16:54 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 17
64th Dusk 122nd year of Ascendancy at 19:01 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 9
7th Flare 122nd year of Ascendancy at 02:01 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 17
64th Dusk 122nd year of Ascendancy at 13:12 see stats
By KARZELEK Z NIEDUBLINA the Halfling Brawler level 17
68th Dusk 122nd year of Ascendancy at 10:05 see stats
Log
KARZELEK Z NIEDUBLINA receives 33 healing.
Dreaming horror receives 1 healing (3 psi heal).
Dreaming horror uses Conversion.
Dreaming horror's mind surges with critical power!
Dreaming horror receives 218 healing (397 psi heal) from Conversion.
You notice a hole that could fit the gem key you found earlier, inserting it reveals the passage to the next level.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You gain 0.54 gold from the transmogrification of stabilizing hardened leather cap (0 def, 3 armour).
You gain 21.11 gold from the transmogrification of vined mindstar 'Sparkrend' (5-5.5 power, 18 apr, mind damage).
You gain 0.75 gold from the transmogrification of dwarven-steel longsword (22-30.8 power, 4 apr).
There is a stair back to the lake of Nur here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Weirdling Beast casts Corrupted Negation.
KARZELEK Z NIEDUBLINA deactivates Trained Reactions.
KARZELEK Z NIEDUBLINA feels pain again.
KARZELEK Z NIEDUBLINA is no longer being ravaged.
Weirdling Beast hits KARZELEK Z NIEDUBLINA for 70 blight damage.
KARZELEK Z NIEDUBLINA tries to evade attacks.
Restless Night from Dreaming horror hits KARZELEK Z NIEDUBLINA for 100 mind damage.
Weirdling Beast casts Freeze.
KARZELEK Z NIEDUBLINA shrugs off the effect 'Frozen'!
Weirdling Beast hits KARZELEK Z NIEDUBLINA for 184 cold damage.
Restless Night from Dreaming horror hits KARZELEK Z NIEDUBLINA for 100 mind damage.
Weirdling Beast casts Starfall.
Saving game...