












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 25 / 55% |
Size | huge |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 25 on the 28th Regrowth 123rd year of Ascendancy at 18:21 / 2Killed by elven mage at level 25 on the 36th Regrowth 123rd year of Ascendancy at 02:39 |
Primary Stats
Strength | 109 (base 55) |
Dexterity | 51 (base 48) |
Constitution | 22 (base 12) |
Magic | 17 (base 10) |
Willpower | 11 (base 10) |
Cunning | 24 (base 12) |
Resources
Life | -72/862 |
Stamina | 164/194 |
Healing Factor | 1.3524166372473 |
Regeneration | 14.403237186684 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 26.599459836163 |
Offense: Mainhand
Damage | 173 |
Accuracy | 58 |
Crit Chance | 11% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Cold | +30% |
Blight | +3% |
Physical | +12% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +50% |
Light | +25% |
Physical | +11% |
Defense: Base
Armour (hardiness) | 21 (49.007671158813%) |
Defense | 50 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 27 |
Mental Save | 20 |
Defense: Resistances
Blight | + 21%( 70%) |
Physical | + 19%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Darkness | + 15%( 70%) |
Light | + 46%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 40%( 70%) |
Lightning | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 3 turns. Its effects scale with your Dexterity stat. |
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 360 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 705 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsUngrol 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 green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Changes stats: +3 Con / +3 Wil Changes resistances: +6% blight / +1% physical Changes resistances penetration: +6% physical Disarm immunity: +20% Life regen: +4.00 Mindpower: +4 (+2 eff.) Healing mod.: +15% It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() Infused 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.(52 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +4 Dex / +2 Cun / +4 Con Spell save: +6 (+3 eff.) Light radius: +2 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 20% Damage when hit (Melee): 2 acid / 10 lightning Changes resistances penetration: +25% light Life regen: +3.40 Stamina each turn: +0.60 Psi each turn: +0.26 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. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +3% blight / +15% cold It can be used to heal yourself and all friendly characters within 10 spaces for 332 Activation puts all charms on cooldown for 11 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% blight / +3% temporal / +9% darkness / +6% light Changes damage: +6% cold Mental save: +8 (+4 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +9% lightning / +12% physical / +6% temporal Changes resistances penetration: +25% darkness Changes damage: +9% cold / +12% physical Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 6 mind Changes stats: +3 Con Changes resistances penetration: +20% darkness Changes damage: +3% mind Critical mult.: +15.00% Physical save: +7 (+3 eff.) Life regen: +3.00 Psi when hit: +0.08 Maximum life: +38.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes stats: +3 Cun / +1 Str Changes resistances: +6% light Changes resistances penetration: +5% darkness Changes damage: +3% darkness Massive two-handed battleaxes. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes resistances: +18% lightning Changes resistances penetration: +5% physical Physical save: +5 (+2 eff.) Stamina each turn: +2.00 Maximum stamina: +20.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Critical mult.: +11.00% Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% lightning / +9% nature Changes resistances penetration: +10% light / +20% nature Changes damage: +15% nature Stun/Freeze immunity: +29% Light radius: +2 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 cold Changes resistances: +12% lightning / +6% temporal Changes damage: +12% cold Light radius: +1 A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Damage when hit (Melee): 2 lightning Changes resistances: +6% blight Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +4% physical 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Armour: +1 Defense: +10 (+3 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +1 Str / +2 Wil / +3 Cun Mindpower: +4 (+2 eff.) A cap made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 140 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. |
![]() Powered 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Achievements
By Datuffest the Ogre Bulwark level 13
24th Dusk 122nd year of Ascendancy at 07:42 see stats
By Datuffest the Ogre Bulwark level 18
26th Haze 122nd year of Ascendancy at 15:20 see stats
By Datuffest the Ogre Bulwark level 25
29th Regrowth 123rd year of Ascendancy at 01:54 see stats
By Datuffest the Ogre Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 01:22 see stats
By Datuffest the Ogre Bulwark level 20
38th Haze 122nd year of Ascendancy at 09:11 see stats
By Datuffest the Ogre Bulwark level 21
8th Allure 123rd year of Ascendancy at 22:33 see stats
By Datuffest the Ogre Bulwark level 21
41st Haze 122nd year of Ascendancy at 07:56 see stats
By Datuffest the Ogre Bulwark level 13
19th Dusk 122nd year of Ascendancy at 00:37 see stats
By Datuffest the Ogre Bulwark level 21
8th Decay 122nd year of Ascendancy at 20:51 see stats
By Datuffest the Ogre Bulwark level 19
36th Haze 122nd year of Ascendancy at 11:27 see stats
By Datuffest the Ogre Bulwark level 19
28th Haze 122nd year of Ascendancy at 10:03 see stats
By Datuffest the Ogre Bulwark level 21
8th Decay 122nd year of Ascendancy at 02:46 see stats
By Datuffest the Ogre Bulwark level 22
18th Regrowth 123rd year of Ascendancy at 11:50 see stats
By Datuffest the Ogre Bulwark level 16
61st Dusk 122nd year of Ascendancy at 11:04 see stats
By Datuffest the Ogre Bulwark level 25
28th Regrowth 123rd year of Ascendancy at 18:22 see stats
Log
Datuffest has finished recovering.
Weakness Disease from Arytta the elven cultist hits Datuffest for 28 blight damage.
Datuffest casts Rune: Shielding.
A shield forms around Datuffest.
Ran for 2 turns (stop reason: taken damage).
Datuffest starts to bleed.
Something hits Datuffest for (55 absorbed), 0 physical, (9 absorbed), 0 physical (0 total damage).
Something hits Datuffest for (55 absorbed), 0 physical, (9 absorbed), 0 physical (0 total damage).
Something hits Datuffest for (55 absorbed), 0 physical, (9 absorbed), 0 physical (0 total damage).
Talent Shield Pummel is ready to use.
Talent Repulsion is ready to use.
Bleeding from Elven mage hits Datuffest for (27 absorbed), 0 physical (0 total damage).
Weakness Disease from Arytta the elven cultist hits Datuffest for (28 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Datuffest crumbles.
Something hits Datuffest for (17 absorbed), 100 lightning (100 total damage).
Datuffest shrugs off Something's 'Dazed'!
Datuffest is afflicted by a decrepitude disease!
Something hits Datuffest for 148 blight damage.
Datuffest is free from the weakness disease.
Talent Shield Slam is ready to use.
Decrepitude Disease from Elven cultist hits Datuffest for 44 blight damage.
Bleeding from Elven mage hits Datuffest for 33 physical damage.
Something hits Datuffest for 65 physical, 11 physical (75 total damage).
Something hits Datuffest for 125 physical damage.
Something hits Datuffest for 66 physical, 11 physical (77 total damage).
Datuffest the level 25 ogre bulwark was disembowelled to death by an elven mage on level 1 of Dark crypt.