











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Archer |
| Level / Exp | 14 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by The Dreaming One at level 14 on the 34th Profit 122nd year of Ascendancy at 05:43 / 1 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 41 (base 40) |
| Constitution | 29 (base 23) |
| Magic | 11 (base 10) |
| Willpower | 28 (base 13) |
| Cunning | 24 (base 13) |
Resources
| Life | -9/522 |
| Stamina | 126/184 |
| Healing Factor | 1.2624687383468 |
| Regeneration | 2.8405546612804 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 50 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Acid | +10% |
| Darkness | +6% |
| Cold | +15% |
| Mind | +3% |
| Lightning | +3% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +15% |
| Darkness | +5% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 14 (57.155997060385%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Physical | + 6%( 70%) |
| Acid | + 23%( 70%) |
| Nature | + 13%( 70%) |
| Darkness | + 15%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 8%( 70%) |
| Fire | + 26%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
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. | 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. | active |
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 |
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 | active |
Equipment
| On feet | Eremirig (10 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +7 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +1 Dex Changes resistances: +5% arcane Life regen: +2.00 Stamina each turn: +1.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Sunwyrd (54/54, 12-17 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 54 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (radius 1) on hit: +4 blight / +4 light Damage (radius 2) on crit: +20 light When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Glimmerripper'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight Mental save: +5 (+3 eff.) Disarm immunity: +10% Maximum life: +80.00 Light radius: +3 See stealth: +6 See invisible: +8 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 | Aerowe the Dimshine (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% darkness Changes damage: +6% darkness Mindpower: +3 (+1 eff.) Light radius: +2 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | evasive elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. 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 fire (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% fire Changes damage: +10% fire Mental save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | DarkpythonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +20% acid / +12% darkness Changes damage: +10% acid See invisible: +3 Rings make your fingers look great! |
| Around waist | Yvuda the BoltterrorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Mag / +1 Con Changes resistances penetration: +10% acid Changes damage: +3% lightning Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Flamerain the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 cold When wielded/worn: Effects on ranged hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 6 fire Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +3% nature / +15% cold Longbows are used to shoot arrows at your foes. |
| On hands | Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| Main armor | cleansing rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +10% nature / +11% blight A suit of armour made of leather. |
| Cloak | Elamira (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Cun / +1 Con Changes resistances: +3% physical Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | UlfathadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% blight Critical mult.: +5.00% Spell save: +9 (+4 eff.) Amulets make your neck look great! |
Inventory
Arcjustice the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +20 (+7 eff.) Changes resistances: +6% blight / +3% lightning Changes resistances penetration: +15% lightning Critical mult.: +5.00% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Urthimnir the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Con / +2 Wil Changes resistances: +6% blight / +3% fire Mental save: +6 (+3 eff.) Stamina each turn: +2.00 Maximum life: +46.00 A belt that goes around your waist. |
rough leather belt 'Polamina'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +9% acid / +6% blight Mental save: +12 (+6 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
Glorynne (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +5 Con Critical mult.: +5.00% Physical save: +6 (+4 eff.) Maximum life: +34.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestblood the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: -3% Effects on melee hit: * 20% chance to reduce armor by 8% Changes stats: +4 Str / +1 Con Changes damage: +3% lightning Maximum encumbrance: +22 Physical save: +6 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Filthobsidian' (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Defense: +4 (+1 eff.) Changes stats: +4 Dex Changes resistances: +5% arcane / +1% physical Changes damage: +6% nature Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather gloves 'Isiravea' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +16 (+5 eff.) Armour: +1 Changes stats: +3 Str / +3 Cun Maximum life: +80.00 Maximum hate: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water A cap made of leather. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
Ashbloom the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +20% mind / +10% fire Changes damage: +6% mind / +3% fire Critical mult.: +5.00% Light radius: +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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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)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 Activation costs 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) Activation costs 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. |
cleansing elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 126 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 zircon0.00 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cherib 2 the Dwarf Archer level 10
14th Profit 122nd year of Ascendancy at 05:46 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Cherib 2 the Dwarf Archer level 5
18th Voratun 122nd year of Ascendancy at 19:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Cherib 2 the Dwarf Archer level 10
15th Profit 122nd year of Ascendancy at 23:40 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Cherib 2 the Dwarf Archer level 10
17th Profit 122nd year of Ascendancy at 17:30 see stats
Log
The Dreaming One hits Cherib 2 for 90 mind damage.
Zubogarin the dreaming giant venus flytrap uses Acidbeam.
Cherib 2 is disarmed!
Zubogarin the dreaming giant venus flytrap hits Cherib 2 for 41 acid damage.
Cherib 2 uses Evasion.
Cherib 2 tries to evade attacks.
Cherib 2 uses Resilience of the Dwarves.
Cherib 2's skin turns to stone.
The Dreaming One activates his translucent sphere!
The Dreaming One shrugs off The Dreaming One's 'Sleep'!
Cherib 2 has been put to sleep.
Cherib 2 is suffering from insomnia.
You are asleep and unable to move!
The Dreaming One uses Mind Sear.
The Dreaming One's mind surges with critical power!
Cherib 2 is no longer sleeping.
Talent Flare is ready to use.
Talent Disengage is ready to use.
The Dreaming One hits Cherib 2 for 133 mind damage.
Zubogarin the dreaming giant venus flytrap uses Slime Spit.
The Dreaming One uses Distortion Bolt.
Talent Pin Down is ready to use.
The Dreaming One's Distortion Bolt hits Cherib 2 for 75 physical damage.
The Dreaming One uses Mind Sear.
The Dreaming One hits Cherib 2 for 91 mind damage.
Cherib 2 the level 14 dwarf archer was mentally tortured to death by The Dreaming One and absorbed into nightmares forever on level 3 of Heart of the Gloom.





































































