










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! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 17 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Rirob the halfling at level 9 on the 8th Flare 122nd year of Ascendancy at 10:28 0 / 6Killed by Rirob the halfling at level 9 on the 8th Flare 122nd year of Ascendancy at 11:52 Killed by storm wyrm at level 10 on the 5th Dusk 122nd year of Ascendancy at 19:52 Killed by luminous horror at level 17 on the 1st Haze 122nd year of Ascendancy at 10:25 Killed by luminous horror at level 17 on the 1st Haze 122nd year of Ascendancy at 11:31 Killed by Glorumibeth the luminous horror at level 17 on the 1st Haze 122nd year of Ascendancy at 14:23 |
Primary Stats
| Strength | 66 (base 40) |
| Dexterity | 24 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 50 (base 40) |
| Cunning | 11 (base 10) |
Resources
| Life | -12/475 |
| Hate | 80/106 |
| Equilibrium | 0 |
| Healing Factor | 0.89643783106795 |
| Regeneration | 3.3616418665048 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 28 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Temporal | +13% |
| Acid | +11% |
| Arcane | +11% |
| Fire | +20% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +31% |
| Acid | +16% |
| Fire | +26% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 58.723073231957 (93.924050632911%) |
| Defense | 20 |
| Ranged Defense | 25 |
| Fatigue | 34 |
| Physical Save | 32 |
| Spell Save | 24 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 12%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
| Bleed Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Stun Resistance | 56% |
| Poison Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 48.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 224 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Cursed / Strife | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.41 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| detrimental effect | The target is on fire, taking 41.60 fire damage per turn. Burning |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Strength and Willpower are increased by 4. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 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 Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +1. | 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 have explored the Maze and vanquished the Horned Horror. * 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 |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 52. | 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 |
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 bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. 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 honey tree root. * You've found the needed ice ant stinger. * You've found the needed mummified bone. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | miner's pair of iron boots of uncanny dodging (4 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | piercing brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +6% all Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | bladed dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +2 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 134.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Velemina the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Fatigue: -2% Damage (Melee): 5 temporal Damage (Ranged): 7 temporal Changes stats: +2 Dex / +5 Wil Changes resistances: +6% temporal Changes damage: +5% temporal Physical save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +25% Life regen: +1.50 Stamina each turn: +1.10 Maximum stamina: +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Charquarry [power 2] (13/10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +20% fire Changes damage: +12% fire Talent granted: +3 Telekinetic Blast It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
| On fingers | steel ring 'Dimvile'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +1 Cun Changes resistances: +9% darkness Changes resistances penetration: +25% darkness / +10% acid Changes damage: +12% darkness Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | grounding steel amulet of mastery (0.11 Cursed / Gloom)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.11 Cursed / Gloom Stun/Freeze immunity: +21% Amulets can have magical properties. |
| In main hand | stralite longsword 'Relgakan' (52.5-73.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal When wielded/worn: Changes damage: +3% arcane Critical mult.: +15.00% Vim when firing critical spell: +1.00 Spell crit. chance: +2% Sharp, long, and deadly. |
| Around waist | Brodiran the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% darkness Changes damage: +3% acid Physical save: +6 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | dwarven-steel shield of radiance (8 def, 2 armour, 76 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 18% chance to blind Changes stats: +4 Con / +1 Mag Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing steel plate armour of implacability (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +18% Damage (Melee): 8 acid / 9 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +10% acid / +12% fire Physical save: +6 (+3 eff.) A suit of armour made of metal plates. |
Inventory
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 opal0.00 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. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of 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 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. |
hateful steel torque of psychoportation [power 29] (13/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
2 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
Exterminator
Killed 1000 creatures.By Grave the Skeleton Cursed level 15
63rd Dusk 122nd year of Ascendancy at 12:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grave the Skeleton Cursed level 16
67th Dusk 122nd year of Ascendancy at 01:24 see stats
Level 10
Got a character to level 10.By Grave the Skeleton Cursed level 10
5th Dusk 122nd year of Ascendancy at 16:46 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Grave the Skeleton Cursed level 12
42nd Dusk 122nd year of Ascendancy at 23:13 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Grave the Skeleton Cursed level 16
67th Dusk 122nd year of Ascendancy at 03:37 see stats
The Arena
Unlocked Arena mode.By Grave the Skeleton Cursed level 4
5th Mirth 122nd year of Ascendancy at 00:34 see stats
The secret city
Discovered the truth about mages.By Grave the Skeleton Cursed level 9
4th Flare 122nd year of Ascendancy at 09:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grave the Skeleton Cursed level 16
67th Dusk 122nd year of Ascendancy at 02:27 see stats
Log
Glorumibeth the luminous horror uses Greater Weapon Focus.
Glorumibeth the luminous horror resists the blinding light!
Your shield crumbles under the damage!
The shield around Grave crumbles.
Glorumibeth the luminous horror resists the blinding light!
Grave resists the cut!
Grave resists the cut!
Glorumibeth the luminous horror casts Lightning.
You fight through the pain! (+6 hate)
Glorumibeth the luminous horror HEALS from fire damage!
Glorumibeth the luminous horror steals life from Grave!
Grave hits Glorumibeth the luminous horror for 85 physical, 6 nature, 6 temporal, 4 acid, 3 temporal, 1 physical, 3 fire, 6 healing, 5 acid, 3 fire, 3 physical, 5 acid, 3 fire, 6 healing, 3 physical, 5 acid, 3 fire, 3 physical, 5 acid, 3 fire, 3 physical, 5 acid, 3 fire, 6 healing, 3 physical, 5 acid, 3 fire, 6 healing, 3 physical (173 total damage) [23 healing].
Glorumibeth the luminous horror hits Grave for (1 absorbed), 0 blight, (4 absorbed), 0 physical, (1 absorbed), 2 physical, 1 blight, 3 blight, 3 blight (8 total damage).
Greater Weapon Focus from Glorumibeth the luminous horror hits Grave for 1 blight, 2 blight, 2 blight, 111 lightning (116 total damage).
Talent Dominate is ready to use.
Talent Blindside is ready to use.
Burning from Glorumibeth the luminous horror hits Grave for 34 fire damage.
Bleeding from Grave hits Glorumibeth the luminous horror for 1 physical damage.
Grave uses Dominate.
Glorumibeth the luminous horror has been dominated!
Glorumibeth the luminous horror casts Drain.
Glorumibeth the luminous horror casts Flame.
Glorumibeth the luminous horror HEALS from fire damage!
Glorumibeth the luminous horror steals life from Grave!
Grave hits Glorumibeth the luminous horror for 129 physical, 8 nature, 9 temporal, 7 acid, 4 temporal, 1 physical, 8 fire, 6 healing, 8 acid, 8 fire, 4 physical, 8 acid, 8 fire, 6 healing, 4 physical (206 total damage) [12 healing].
Glorumibeth the luminous horror hits Grave for 1 blight, 2 blight, 2 blight (4 total damage).
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+12 hate)
Saving game...




















































