Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 15 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by drem at level 5 on the 19th Voratun 122nd year of Ascendancy at 23:49 0 / 6Killed by Isloralenor the deformed fox at level 5 on the 16th Profit 122nd year of Ascendancy at 20:48 Killed by Artron the shalore at level 10 on the 8th Wealth 122nd year of Ascendancy at 19:25 Killed by red crystal at level 11 on the 43rd Dearth 122nd year of Ascendancy at 19:42 Killed by Weirdling Beast at level 14 on the 25th Loss 122nd year of Ascendancy at 00:56 Killed by Weirdling Beast at level 15 on the 26th Loss 122nd year of Ascendancy at 03:33 |
Primary Stats
| Strength | 45 (base 35) |
| Dexterity | 21 (base 10) |
| Constitution | 30 (base 19) |
| Magic | 13 (base 10) |
| Willpower | 46 (base 30) |
| Cunning | 17 (base 10) |
Resources
| Life | -18/477 |
| Hate | 21/100 |
| Healing Factor | 0.65184682550128 |
| Regeneration | 0.16296170637532 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Blight | +4% |
| Physical | +10% |
| Lightning | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23.796901347506 (69%) |
| Defense | 23.425 |
| Ranged Defense | 28.925 |
| Fatigue | 35 |
| Physical Save | 31.125 |
| Spell Save | 26.325 |
| Mental Save | 32.525 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Physical | + 6%( 76%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 30%( 70%) |
| Mind | -9%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 243 life. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.14 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 3 Curse of Madness 3Penalty: Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Level 1: Unleashed: +9% critical damage, +12% off-hand weapon damage Level 2: -1 Luck, +5 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: horror / eldritch with 100% effectiveness. Kills: 0 / 17 kills, Damage: +6% / +15%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 6.9% / 17.3% Predator |
| beneficial effect | Horrible visions fill your mind. Level 5, Cursed Aura Curse of Nightmares 5: 1%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Level 1: Removed from Reality: +6 Physical Resistance, +6 Maximum Physical Resistance Level 2: -1 Luck, +9 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 1% chance of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| detrimental effect | The target has been splashed with acid, taking 11.80 acid damage per turn, reducing armour by 18 and attack by 16. Acid Splash |
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Stalking Weirdling Beast. Bonus level 1: +10 attack, +8% melee damage, +0.50 hate/turn prey was hit. Stalking 344/1041 +1 |
| beneficial effect | The target is mimicking a previous victim. (+1 Strength, +1 Dexterity, +1 Magic, +2 Willpower, +1 Cunning, +1 Constitution) Mimic |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the repented thief from death by Aradhema the wolf. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 | pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Madness) pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Curse of Madness A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 10/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Madness) Steel Helm of Garkul (0 def, 6 armour) (Madness)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour) (Nightmares) corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour) (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 acid Changes resistances: +5% acid Changes damage: +3% acid Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | titan's copper ring of lightning (+22%) titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 Rings can have magical properties. |
| Around neck | insulating steel amulet of mastery (0.14 Cursed / Cursed aura) insulating steel amulet of mastery (0.14 Cursed / Cursed aura)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold / +14% fire Talent mastery: +0.14 Cursed / Cursed aura Amulets can have magical properties. |
| In main hand | dwarven-steel mace (25.5-35.7 power, 4 apr) (Nightmares) dwarven-steel mace (25.5-35.7 power, 4 apr) (Nightmares)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
| Around waist | Emblem of Evasion (Nightmares) Emblem of Evasion (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% Curse of Nightmares It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Madness) Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Madness)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | thick linen cloak of resilience (1 def, 5 armour) (Corpses) thick linen cloak of resilience (1 def, 5 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +10% cold Maximum life: +30.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron mail armour of command (8 def, 8 armour) (Misfortune) spiked iron mail armour of command (8 def, 8 armour) (Misfortune)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes stats: +1 Cun Damage when the wearer is hit: 11 physical Mental save: +11 Curse of Misfortune A suit of armour made of mail. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Stormlash (17-18.7 power, 7 apr) (Madness) Stormlash (17-18.7 power, 7 apr) (Madness)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 80% Damage conversion: 50% lightning When wielded/worn: Accuracy: +7 Curse of Madness It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Salodakira (4 def, 2 armour, 19 block) (Misfortune) Salodakira (4 def, 2 armour, 19 block) (Misfortune)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Mana when firing critical spell: +1.00 Spellpower: +4 Curse of Misfortune Handheld deflection devices |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Drahaon the Dwarf Cursed level 10
32nd Profit 122nd year of Ascendancy at 20:31 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Drahaon the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 21:36 see stats
That was close
Killed your target while having only 1 life left.By Drahaon the Dwarf Cursed level 1
16th Voratun 122nd year of Ascendancy at 19:41 see stats
The Arena
Unlocked Arena mode.By Drahaon the Dwarf Cursed level 9
30th Profit 122nd year of Ascendancy at 03:26 see stats
Log
Drahaon uses Block.
Weirdling Beast hits Drahaon for 13 acid damage.
Terror is covered in acid!
Weirdling Beast hits terror for 11 physical damage.
Terror hits Weirdling Beast for 36 physical damage.
Weirdling Beast is no longer dominated.
Terror moves reluctantly!
Terror is lost in despair!
Weirdling Beast casts Freeze.
Weirdling Beast's spell attains critical power!
Your hatred grows even as your life fades! (+4 hate)
Drahaon shrugs off the effect 'Frozen'!
Weirdling Beast hits Drahaon for 42 cold damage.
Your summoned terror disappears.
Terror is covered in acid!
Terror hits Weirdling Beast for 31 physical damage.
Drahaon casts Rune: Teleportation.
Talent Frenzy is ready to use.
Terror is covered in acid!
Weirdling Beast hits terror for 11 physical damage.
Weirdling Beast hits Drahaon for 13 acid damage.
Terror hits Weirdling Beast for 34 physical damage.
Terror is confused and fails to use Attack.
Weirdling Beast uses Mind Sear.
Your hatred grows even as your life fades! (+10 hate)
Saving done.
Saving done.
Saving game...
