








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 14 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 6th Dusk 122nd year of Ascendancy at 15:45 / 1 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 52 (base 40) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 47 (base 29) |
Resources
| Life | -4/361 |
| Stamina | 97/179 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 4.5523295084386 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.659795546394 |
| See Invisible | 41.659795546394 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 62 |
| Crit Chance | 21% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 62 |
| Crit Chance | 25% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Mind | +12% |
| Nature | +17% |
Offense: Damage Penetration
| Arcane | +20% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 2 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 12 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 42%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Elenoir. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 |
Equipment
| On feet | Deepsoblivion the pair of rough leather boots (4 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% arcane Melee Ret 2 arcane ----- def ----- Armour +1 Defense +4 (+1 eff.) Resists +3% darkness +5% arcane Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
| On head | Buneg (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +2% physical +6% darkness Max.HP +40.00 Teleport- +10% A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | piercing stralite torque of psionic shield [power 95] (1/25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 95 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Olokor0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +8 Cun +8 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +28% ---------- misc Max.psi +30.00 Rings make your fingers look great! |
| On fingers | copper ring 'Deepspiety'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +3 Wil dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +3% darkness +6% cold Crit.chn- 10.00% Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Adymira0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% acid +15% light +12% darkness Max.HP +20.00 Blind- +23% Pinning- +20% Amulets make your neck look great! |
| In main hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | truestriking iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
| Cloak | linen cloak 'Fogfury' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Cun dps ---------- Phys.crit +1.0% Crit.mult +15.00% Res.pen +5% physical Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xeralevena the Lightvein (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% lightning +12% mind +12% nature ----- def ----- Resists +19% lightning +15% light +12% mind +18% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
hateful steel battleaxe of massacre (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed battleaxes. |
steady ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +14% lightning Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
acidic steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Dagedig the steel shield (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- Dmg.mod +3% arcane On Melee Ret: * 10% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +18% cold +10% physical ---------- misc Mana/turn +0.08 Talents +1 Block Handheld deflection devices. |
shocking steel shield of acid resistance (+17%) (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of accuracy (14/14, 23-32 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +7 Crit +1.5% Capacity 14 Arrows are used with bows to pierce your foes to death. |
3 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
focusing steel torque of gale force [power 150] (1/15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (1/25 cooldown)2.0 T1 totem charm [Ego] Nature 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: 210 Base Damage: 100 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Roguelike)
Turn into a pirate!By Elenoir the Cornac Rogue level 5
77th Pyre 122nd year of Ascendancy at 06:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By Elenoir the Cornac Rogue level 10
2nd Flare 122nd year of Ascendancy at 04:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Elenoir the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 03:43 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Elenoir the Cornac Rogue level 11
7th Flare 122nd year of Ascendancy at 08:25 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Elenoir the Cornac Rogue level 14
5th Dusk 122nd year of Ascendancy at 06:23 see stats
Log
Talent Disengage is ready to use.
Worm Rot from Worm that walks hits Elenoir for 30 blight, 24 acid (53 total damage).
Worm that walks casts Epidemic.
Elenoir is afflicted by an epidemic!
Worm that walks misses Elenoir.
Worm that walks misses Elenoir.
Elenoir uses Throwing Knives.
Worm that walks's Drain is disrupted by his wounds!
Elenoir's Throwing Knife hits Worm that walks for 40 physical damage.
Worm Rot from Worm that walks hits Elenoir for 30 blight, 24 acid (53 total damage).
Epidemic from Worm that walks hits Elenoir for 40 blight damage.
Elenoir stops regenerating health quickly.
Worm Rot from Worm that walks hits Elenoir for 30 blight, 24 acid (53 total damage).
Epidemic from Worm that walks hits Elenoir for 40 blight damage.
Worm that walks regains their energy.
Worm Rot from Worm that walks hits Elenoir for 36 blight, 29 acid (65 total damage).
Epidemic from Worm that walks hits Elenoir for 48 blight damage.
Elenoir uses Disengage.
Elenoir deactivates Stealth.
Elenoir is moving at extreme speed!
Elenoir slows down.
Worm Rot from Worm that walks hits Elenoir for 30 blight damage.
Epidemic from Worm that walks hits Elenoir for 40 blight damage.
Elenoir the level 14 cornac rogue was tainted to death by a worm that walks on level 3 of Lake of Nur.
A carrion worm mass bursts out of Elenoir!
Elenoir is free from the worm rot.

















































































