Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! 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! Embers of Rage 1.7.4Official 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:
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 | Insane Adventure |
Sex | Female |
Race | Doomelf |
Class | Writhing One |
Level / Exp | 7 / 83% |
Size | medium |
Lifes / Deaths | Killed by thief at level 7 on the 79th Pyre 122nd year of Ascendancy at 13:56 3 / 1 |
Primary Stats
Strength | 24 (base 24) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 13) |
Magic | 26 (base 23) |
Willpower | 18 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 213/213 |
Insanity | 99/100 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325008 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -57.96871079656% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 31 |
Accuracy | 33 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Darkness | +10% |
Cold | +8% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 2 |
Physical Save | 25 |
Spell Save | 22 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 13%( 70%) |
Temporal | + 13%( 70%) |
Lightning | + 13%( 70%) |
Physical | + 8%( 70%) |
Cold | + 21%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 14% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 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
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Equipment
On feet | Daimukaltholin the pair of iron boots (0 def, 3 armour) Daimukaltholin the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 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. |
On head | Isybrethra the Thunderbait (1 def, 0 armour) Isybrethra the Thunderbait (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
Tool | quick elm totem of healing [power 98] (4/10 cooldown) quick elm totem of healing [power 98] (4/10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Around neck | steel amulet 'Gloomravage' steel amulet 'Gloomravage'0.1 T2 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+4 eff.) Res.pen +10% darkness Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Resists +6% darkness Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +19 (+10 eff.) Confus- +14% ---------- misc Masteries +0.20 Demented/Friend of the worm Amulets make your neck look great! |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
In main hand | balanced steel waraxe of daylight (108% power, 3 apr) balanced steel waraxe of daylight (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +6% Undead While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +20% One-handed war axes. |
Light source | brass lantern 'Silosena' brass lantern 'Silosena'2.0 T1 lite [Rare] Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+2 eff.) Res.pen +20% blight ---------- misc Max.hate +2.00 Light +5 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. |
Around waist | rough leather belt of the mystic rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Inventory
regeneration infusion of the warrior (heal 163; 15 cd) regeneration infusion of the warrior (heal 163; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 163 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
acidic iron greatmaul (117% power, 1 apr) acidic iron greatmaul (117% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Massive two-handed mauls. |
iron greatsword of daylight (113% power, 1 apr) iron greatsword of daylight (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +7% Undead Massive two-handed swords. |
iron longsword (101% power, 2 apr) iron longsword (101% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Eclipse (117% power, 4 apr, darkness element) Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+5 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Growvein the iron waraxe (103% power, 2 apr) Growvein the iron waraxe (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +8 temporal On Hit: * 20% chance to slow global speed by 40% * 25% chance for lightning to strike from the target to a second target dealing 62 damage While equipped: ---------- misc Light +1 One-handed war axes. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
Bleakfury (0 def, 1 armour) Bleakfury (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +1 Dex +1 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +3% fire +5% nature +6% darkness Phys.save +3 (+2 eff.) A cap made of leather. |
Rhoregothad (1 def, 0 armour) Rhoregothad (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% light Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of the mind (+10%) (1 def, 0 armour) clarifying linen wizard hat of the mind (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +10% mind Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Singearc (2 def, 4 armour) Singearc (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +3% fire ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid Spell.save +6 (+3 eff.) ---------- misc See.Invis +9 A suit of armour made of mail. |
Xaremira the rough leather armour (3 def, 2 armour) Xaremira the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Str +1 Wil ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% acid HP.reg +2.00 Heal.mod +15% A suit of armour made of leather. |
quiver of elm arrows (17/17, 109% power, 5 apr) quiver of elm arrows (17/17, 109% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 109% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
pouch of iron shots of accuracy (18/18, 111% power, 1 apr) pouch of iron shots of accuracy (18/18, 111% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
Corruptioncut [power 100] (4/25 cooldown) Corruptioncut [power 100] (4/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +6% nature +6% temporal Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 109 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Mayemina the Sparkvice [power 110] (4/20 cooldown) Mayemina the Sparkvice [power 110] (4/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +5% fire +5% mind ----- def ----- Resists +6% mind Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Vendahi the Doomelf Writhing One level 6
77th Pyre 122nd year of Ascendancy at 08:09 see stats
By Vendahi the Doomelf Writhing One level 7
79th Pyre 122nd year of Ascendancy at 13:54 see stats
Log
Talent Diseased Tongue is ready to use.
Acid Splash from Thief hits Vendahi for 3 acid damage.
Deadly Poison from Thief hits Vendahi for (14 absorbed), 28 nature (28 total damage).
Vendahi casts Dissolved Face.
Thief is covered in gore.
Thief is covered in gore.
Thief is covered in gore.
Dissolved Face from Vendahi hits Thief for 23 darkness damage.
Dissolved Face from Vendahi hits Thief for 22 darkness damage.
Dissolved Face from Vendahi hits Thief for 24 darkness damage.
Acid Splash from Thief hits Vendahi for 3 acid damage.
Deadly Poison from Thief hits Vendahi for 42 nature damage.
Vendahi casts Carrion Feet.
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
Thief stops regenerating health quickly.
Dissolved Face from Vendahi hits Thief for 23 darkness damage.
Dissolved Face from Vendahi hits Thief for 25 darkness damage.
Dissolved Face from Vendahi killed Thief!
Deadly Poison from Thief hits Vendahi for 42 nature damage.
Vendahi the level 7 doomelf writhing one was naturalised to death by a thief on level 1 of Rhaloren Camp.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Thief killed Vendahi!
Saving game...
Saving done.
Talent Lash Out is ready to use.