Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 20 / 88% |
Size | medium |
Lifes / Deaths | Killed by Poriwyn the bee swarm at level 18 on the 17th Haze 122nd year of Ascendancy at 11:29 / 2Killed by giant spider at level 20 on the 30th Haze 122nd year of Ascendancy at 13:28 |
Primary Stats
Strength | 60 (base 39) |
Dexterity | 66 (base 48) |
Constitution | 18 (base 10) |
Magic | 17 (base 10) |
Willpower | 18 (base 10) |
Cunning | 22.6 (base 12) |
Resources
Life | -5/418 |
Positive | 0/107 |
Stamina | 68/75 |
Healing Factor | 1.593829787234 |
Regeneration | 4.5424148936169 |
Speed
Mental | +15% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 11 |
Lite | 2 |
Infravision | 6 |
See Stealth | 28.85930476064 |
See Invisible | 28.85930476064 |
Offense: Mainhand
Damage | 121 |
Accuracy | 66 |
Crit Chance | 20% |
APR | 37 |
Speed | 0.70 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 8% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 8% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 48 (64.692942254812%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 12 |
Mental Save | 20 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 47% |
Confusion Resistance | 5% |
Instadeath Resistance | 100% |
Poison Resistance | 5% |
Pinning Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 396 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Piercing Ammunition |
talent | Secrets of the Eternals |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 18%. Concealment |
detrimental effect | The target is poisoned, taking 58.93 nature damage per turn. 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+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 Shardskin. * 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 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 26. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within | 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 | Myrion (0 def, 1 armour) Myrion (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +3% blight Changes damage: +9% physical Healing mod.: +15% A pair of boots made of leather. |
Quiver | deadly quiver of yew arrows of erosion (15/16, 149% power, 10 apr) deadly quiver of yew arrows of erosion (15/16, 149% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 149% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 Damage (Ranged): +12 nature / +9 temporal Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Scorchpanic' brass lantern 'Scorchpanic'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes resistances: +12% fire Changes resistances penetration: +10% physical Changes damage: +12% physical Mental save: +6 (+3 eff.) Stamina each turn: +0.40 Light radius: +2 See stealth: +6 See invisible: +6 Healing mod.: +10% 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 | Poluwe (0 def, 13 armour) Poluwe (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +13 Fatigue: +3% Damage when hit (Melee): 8 acid Changes stats: +7 Str / +4 Dex / +3 Cun Changes resistances penetration: +10% acid A cap made of leather. |
Tool | Skyraven the dwarven-steel pickaxe (dig speed 15 turns) Skyraven the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 acid / 20 lightning Changes stats: +2 Str Changes resistances: +9% acid / +6% fire / +7% darkness / +6% lightning Changes damage: +21% acid / +6% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Cuthyvor CuthyvorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Damage when hit (Melee): 4 acid Changes stats: +6 Dex / +2 Con Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
Around waist | grounding hardened leather belt of life grounding hardened leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +7% temporal Life regen: +1.40 Healing mod.: +18% A belt that goes around your waist. |
In main hand | ranger's yew longbow of power ranger's yew longbow of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +15% physical Changes damage: +20% physical Longbows are used to shoot arrows at your foes. |
On hands | Leliblek (0 def, 6 armour) Leliblek (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +6 Damage (Melee): 6 physical Changes stats: +1 Str Changes damage: +10% physical Physical save: +3 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | hardened leather armour 'Gloriwe' (10 def, 6 armour) hardened leather armour 'Gloriwe' (10 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +13 Physical crit. chance: +3.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +1% physical Poison immunity: +5% Life regen: +0.40 Stamina each turn: +1.00 Maximum life: +41.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 92 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cloak | linen cloak 'Emeluranne' (1 def, 6 armour) linen cloak 'Emeluranne' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold / +1% physical / +5% arcane / +3% fire Confusion immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
grounding copper amulet of constitution (+3) grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Xerymira XerymiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +2 Str Changes resistances: +22% fire Changes damage: +11% fire Critical mult.: +15.00% Mental crit. chance: +1% Rings can have magical properties. |
cashmere cloak 'Lorydur' (10 def, 9 armour) cashmere cloak 'Lorydur' (10 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +9 Defense: +10 (+3 eff.) Damage when hit (Melee): 16 physical Changes resistances penetration: +20% physical Physical save: +14 (+7 eff.) Spell save: +16 (+12 eff.) Mental save: +14 (+7 eff.) Life regen: +1.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron gauntlets 'Yvorialaith' (0 def, 7 armour) iron gauntlets 'Yvorialaith' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Damage (Melee): 6 physical Damage when hit (Melee): 8 blight Changes stats: +1 Dex / +3 Con Changes damage: +7% physical Maximum stamina: +15.00 Healing mod.: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Issista' (0 def, 7 armour) rough leather cap 'Issista' (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Fatigue: +1% Changes resistances: +11% lightning / +9% temporal / +3% nature / +3% fire Healing mod.: +15% A cap made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot 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. |
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 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. |
Achievements
By RIP In Peace, Bows the Shalore Archer level 9
3rd Flare 122nd year of Ascendancy at 09:04 see stats
By RIP In Peace, Bows the Shalore Archer level 9
3rd Flare 122nd year of Ascendancy at 09:04 see stats
By RIP In Peace, Bows the Shalore Archer level 20
20th Haze 122nd year of Ascendancy at 09:59 see stats
By RIP In Peace, Bows the Shalore Archer level 10
3rd Dusk 122nd year of Ascendancy at 02:08 see stats
By RIP In Peace, Bows the Shalore Archer level 20
19th Haze 122nd year of Ascendancy at 18:34 see stats
By RIP In Peace, Bows the Shalore Archer level 17
36th Dusk 122nd year of Ascendancy at 10:01 see stats
By RIP In Peace, Bows the Shalore Archer level 8
9th Mirth 122nd year of Ascendancy at 21:27 see stats
By RIP In Peace, Bows the Shalore Archer level 8
9th Mirth 122nd year of Ascendancy at 00:36 see stats
By RIP In Peace, Bows the Shalore Archer level 20
29th Haze 122nd year of Ascendancy at 19:39 see stats
By RIP In Peace, Bows the Shalore Archer level 14
10th Dusk 122nd year of Ascendancy at 18:19 see stats
By RIP In Peace, Bows the Shalore Archer level 18
17th Haze 122nd year of Ascendancy at 11:29 see stats
Log
Xoyathra the blue ooze summons a Spider!
Giant spider uses Web.
RIP In Peace, Bows shrugs off the effect 'Pinned to the ground'!
Xoyathra the blue ooze summons a War Hound!
Giant spider uses Spit Poison.
RIP In Peace, Bows is poisoned!
Giant spider hits RIP In Peace, Bows for 61 nature damage.
RIP In Peace, Bows repels an attack from War hound.
Poison from Giant spider hits RIP In Peace, Bows for 61 nature damage.
Xoyathra the blue ooze summons a Ritch Flamespitter!
Xoyathra the blue ooze's mind surges with critical power!
RIP In Peace, Bows hits Giant spider for 21 lightning, 29 acid (50 total damage).
Giant spider hits RIP In Peace, Bows for 22 nature damage.
RIP In Peace, Bows reacts to an attack from War hound, mitigating the blow!.
War hound hits RIP In Peace, Bows for (33 reacted , -5 stam), 83 physical (83 total damage).
RIP In Peace, Bows hits War hound for 21 lightning, 29 acid (50 total damage).
Poison from Giant spider hits RIP In Peace, Bows for 61 nature damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
RIP In Peace, Bows reacts to damage from Ritch flamespitter, mitigating the blow!.
Ritch flamespitter hits RIP In Peace, Bows for (35 reacted , -5 stam), 87 fire (87 total damage).
Giant spider uses Web.
RIP In Peace, Bows shrugs off the effect 'Pinned to the ground'!
RIP In Peace, Bows repels an attack from War hound.
Xoyathra the blue ooze misses RIP In Peace, Bows.
Saving game...