











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.7.4Official Expansion!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! 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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Corruptor |
| Level / Exp | 14 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 14 on the 16th Profit 122nd year of Ascendancy at 18:46 1 / 5Killed by Gunsnake at level 14 on the 16th Profit 122nd year of Ascendancy at 20:03 Killed by Gunsnake at level 14 on the 16th Profit 122nd year of Ascendancy at 23:11 Killed by Cyryldavena the brecklorn at level 14 on the 18th Profit 122nd year of Ascendancy at 14:34 Killed by Orrible Lil Man at level 14 on the 18th Profit 122nd year of Ascendancy at 15:08 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 9 (base 11) |
| Constitution | 18 (base 15) |
| Magic | 38 (base 40) |
| Willpower | 40 (base 24) |
| Cunning | 19 (base 11) |
Resources
| Life | 434/434 |
| Vim | 182/250 |
| Healing Factor | 1.0711363549268 |
| Regeneration | 0.26778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 3 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Darkness | +6% |
| Light | +11% |
| Nature | +16% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 1 |
| Physical Save | 16 |
| Spell Save | 38 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 32%( 70%) |
| Nature | + 37%( 70%) |
| Darkness | + 26%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 18%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 273 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
You failed to protect the lone alchemist from death by devourer. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Gunsnake. Escort: lost defiler (level 2 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 |
Equipment
| On feet | miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | Coalquell the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% darkness +9% fire Spell.save +9 (+3 eff.) Max.HP +45.00 ---------- 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 | Ereroddahor the Obsidianslice (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +11% light +3% fire +17% darkness +6% lightning A cap made of leather. |
| Tool | focusing ash wand of shielding [power 188] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +4 Resists +22% nature Rings make your fingers look great! |
| Around waist | noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
| In main hand | shimmering elm vilestaff of fate (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Phys.save +5 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.11 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | spellwoven linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +16% light +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Yarodunathad the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Max.hate +2.00 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 Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shielding rune of the sneak (absorb 123; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 123 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +13% cold Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
warrior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +4 Resists +22% cold Rings make your fingers look great! |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+18 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Viperdredge (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 53% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Dmg.mod +3% nature Res.pen +20% mind Melee Ret 2 nature ----- def ----- Resists +6% nature Blunt and deadly. |
steel mace of phasing (14-19 power, 10 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +1.0% Atk.spd 100% Phasing +11% Blunt and deadly. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Eclipsecutter the ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +2% Crit.mult +19.00% Spell.pwr +10 (+5 eff.) Melee+ 22 fire Dmg.mod +15% physical Res.pen +10% darkness Phasing +20% ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Mana/turn +0.04 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Deepsveil' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +1% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +6% darkness +10% fire Res.pen +15% physical ----- def ----- Resists +3% darkness Phys.save +3 (+3 eff.) HP.reg +0.70 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Daybutcher (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Con ---------- misc Light +2 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Durosus [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Apr +2 ----- def ----- Armour +2 Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Orrible Lil Man the Dwarf Corruptor level 10
1st Profit 122nd year of Ascendancy at 13:16 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Orrible Lil Man the Dwarf Corruptor level 5
18th Voratun 122nd year of Ascendancy at 00:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Orrible Lil Man the Dwarf Corruptor level 8
28th Voratun 122nd year of Ascendancy at 17:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Orrible Lil Man the Dwarf Corruptor level 14
13rd Profit 122nd year of Ascendancy at 13:06 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Orrible Lil Man the Dwarf Corruptor level 14
18th Profit 122nd year of Ascendancy at 15:08 see stats
Log
Orrible Lil Man starts regenerating health quickly.
Orrible Lil Man resists!
Cyryldavena the brecklorn's aether beam hits Orrible Lil Man for (45 to bones), 0 arcane (0 total damage).
Orrible Lil Man resists!
Cyryldavena the brecklorn's aether beam hits Orrible Lil Man for 45 arcane damage.
Thunderstorm hits Orrible Lil Man for 12 lightning damage.
Orrible Lil Man resists!
Cyryldavena the brecklorn's aether beam hits Orrible Lil Man for 45 arcane damage.
Something hits Orrible Lil Man for 93 arcane damage.
Ran for 2 turns (stop reason: taken damage).
Thunderstorm hits Orrible Lil Man for 23 lightning damage.
Orrible Lil Man the level 14 dwarf corruptor was shocked to death by Cyryldavena the brecklorn on level 1 of The Maze.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Thunderstorm killed Orrible Lil Man!
Saving game...
Saving done.
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Bone Shield is ready to use.
Orrible Lil Man activates Bone Shield.
Talent Infusion: Regeneration is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Talent Overkill is ready to use.
Orrible Lil Man activates Overkill.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!










































































