









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Corruptor |
| Level / Exp | 19 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 3 on the 76th Pyre 122nd year of Ascendancy at 18:21 0 / 6Killed by Gloruwen the warg at level 18 on the 75th Haze 122nd year of Ascendancy at 01:28 Killed by Salenn the large white snake at level 18 on the 8th Decay 122nd year of Ascendancy at 22:59 Killed by worm that walks at level 19 on the 10th Decay 122nd year of Ascendancy at 12:20 Killed by worm that walks at level 19 on the 1st Wintertide 123rd year of Ascendancy at 02:34 Killed by worm that walks at level 19 on the 1st Wintertide 123rd year of Ascendancy at 06:28 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 62 (base 39) |
| Magic | 76 (base 47) |
| Willpower | 26 (base 13) |
| Cunning | 29 (base 10) |
Resources
| Life | -11/573 |
| Vim | 68/226 |
| Healing Factor | 1.3398029716162 |
| Regeneration | 0.33495074290405 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 10 |
| See Invisible | 28 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 13 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +18% |
| Arcane | +25% |
Offense: Damage Penetration
| Mind | +25% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 6 |
| Physical Save | 53 |
| Spell Save | 36 |
| Mental Save | 34 |
Defense: Resistances
| Nature | + 28%( 70%) |
| Acid | + 26%( 70%) |
| Light | + 26%( 70%) |
| Cold | + 28%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 25%( 70%) |
| Fire | + 33%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 23% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shade. | 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within11 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Weepresolve' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +6 Mag +3 Wil +5 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +1 Resists +6% blight +3% nature Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) A pair of boots made of leather. |
| Light source | alchemist's lamp 'Tarrudin'1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +1 Con ----- def ----- Resists +6% acid +6% nature Phys.save +15 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glorotira (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +4 Wil +6 Con dps ---------- Mind.crit +3% Res.pen +25% mind ----- def ----- Armour +5 Fatigue +5% Phys.save +20 (+7 eff.) Mind.save +9 (+5 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Isumissra (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Con dps ---------- Mind.crit +2% ----- def ----- Crit.chn- 15.00% Mind.save +3 (+2 eff.) ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Barylar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +6 Con ----- def ----- Resists +3% cold +9% fire Phys.save +6 (+2 eff.) Silence- +10% ---------- misc Infravis +2 Rings make your fingers look great! |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +23% Rings make your fingers look great! |
| Around waist | Tanarista1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag ----- def ----- Resists +6% light +6% fire +5% arcane +5% cold ---------- misc Light +1 Infravis +1 See.Invis +15 A belt that goes around your waist. |
| In main hand | cruel ash vilestaff of might (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | blighted iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 blight Dmg.mod +3% arcane +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Zubyth the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Cun dps ---------- Acc +5 (+5 eff.) Apr +5 ----- def ----- Defense +9 (+9 eff.) Phys.save +20 (+7 eff.) Spell.save +10 (+4 eff.) Disarm- +20% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Cuthogrim'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +10 (+4 eff.) S.pwr/crit +6 Res.pen +20% arcane ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
Inventory
cured leather sling 'Tainthunter'4.0 T2 sling 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +6 Wil +8 Con dps ---------- Phys.pwr +7 (+5 eff.) Res.pen +10% nature ----- def ----- Resists +3% nature Max.HP +11.00 Heal.mod +5% Stun/Frz- +10% ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +5% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Zubylelrann the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +1 Cun dps ---------- Phys.pwr +5 (+4 eff.) On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chirotar' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Arille' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +6% acid +7% physical ----- def ----- Armour +3 Resists +9% cold Confus- +10% Pinning- +20% ---------- misc Max.stam +20.00 Size +1 A pair of boots made of leather. |
pair of iron boots 'Aerorek' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +1 Mag +1 Wil ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal Crit.chn- 5.00% Mind.save +12 (+6 eff.) ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +17 (+11 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Sparkusher' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +3 Wil dps ---------- Melee Ret 2 lightning ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+4) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
6 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. |
150 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Glibglob the Cornac Corruptor level 15
54th Haze 122nd year of Ascendancy at 09:42 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Glibglob the Cornac Corruptor level 10
25th Haze 122nd year of Ascendancy at 08:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Glibglob the Cornac Corruptor level 18
75th Haze 122nd year of Ascendancy at 02:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Glibglob the Cornac Corruptor level 6
78th Pyre 122nd year of Ascendancy at 05:08 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Glibglob the Cornac Corruptor level 9
8th Haze 122nd year of Ascendancy at 18:33 see stats
Log
Carrion worm mass hits Glibglob for 6 physical damage.
Epidemic from Worm that walks hits Glibglob for 54 blight damage.
Worm that walks uses Blindside.
Worm that walks hits Glibglob for (43 to bones), 0 physical, 7 cold, 13 blight, 34 physical, 13 blight (67 total damage).
Ruin hits Worm that walks for 6 healing, 6 healing (0 total damage) [11 healing].
Glibglob hits Worm that walks for 54 fire damage.
Curse of Death from Glibglob hits Worm that walks for 60 darkness damage.
Carrion worm mass hits Glibglob for 6 physical damage.
Epidemic from Worm that walks hits Glibglob for 54 blight damage.
Curse of Death from Glibglob hits Worm that walks for 49 darkness damage.
Overkill hits Carrion worm mass for 0 blight damage.
Curse of Death from Glibglob killed Worm that walks!
Carrion worm mass hits Glibglob for 6 physical damage.
Glibglob uses Infusion: Wild.
Glibglob lessens the pain.
Glibglob uses Infusion: Wild.
Glibglob uses Infusion: Movement.
Glibglob is moving at extreme speed!
Epidemic from Worm that walks hits Glibglob for 34 blight damage.
Glibglob casts Blood Grasp.
Glibglob's spell attains critical power!
Glibglob slows down.
Glibglob's Blood Grasp hits Carrion worm mass for 0 blight damage.
Epidemic from Worm that walks hits Glibglob for 34 blight damage.
Glibglob the level 19 cornac corruptor was plagued to death by a worm that walks on level 2 of Old Forest.













































































