Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 14 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 11 on the 7th Dusk 122nd year of Ascendancy at 00:03 0 / 6Killed by Emelilaith the thief at level 13 on the 26th Dusk 122nd year of Ascendancy at 11:38 Killed by Belolle the shadowblade at level 13 on the 26th Dusk 122nd year of Ascendancy at 14:11 Killed by Elythra the bandit at level 13 on the 41st Dusk 122nd year of Ascendancy at 04:53 Killed by ritch flamespitter at level 14 on the 43rd Dusk 122nd year of Ascendancy at 12:58 Killed by Salynor the black ooze at level 14 on the 44th Dusk 122nd year of Ascendancy at 08:06 |
Primary Stats
| Strength | 67 (base 33) |
| Dexterity | 34 (base 13) |
| Constitution | 26 (base 35) |
| Magic | 19 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -161/675 |
| Stamina | 72/106 |
| Healing Factor | 1.4224489795918 |
| Regeneration | 9.1997555971638 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 21 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 0.1335837762214 (81.030927835052%) |
| Defense | 36 |
| Ranged Defense | 40 |
| Fatigue | 37 |
| Physical Save | 7 |
| Spell Save | -11 |
| Mental Save | -19 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Bleed Resistance | 100% |
| Confusion Resistance | 23% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 51% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Last Stand |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Each melee blow landed has a 31% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 18. Sunder Arms |
| detrimental effect | The target's armour and saves are broken, reducing them by 50. Sunder Armour |
| beneficial effect | The target is recovering 29 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 14.75 blight damage per turn. Rotting Disease |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 pouch of bone giant dust. * '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.' * '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.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | pair of iron boots 'Toxinwedge' (0 def, 3 armour) pair of iron boots 'Toxinwedge' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 16 acid Changes resistances penetration: +5% nature / +10% acid Changes damage: +12% nature Maximum encumbrance: +23 Physical save: +6 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +2 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 | Vorurethra the iron helm (0 def, 3 armour) Vorurethra the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 physical Changes stats: +5 Str / +2 Dex Changes resistances: +12% mind Mental save: +10 (+10 eff.) Confusion immunity: +23% Stamina each turn: +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Muckward (0 def, 1 armour) Muckward (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Damage when hit (Melee): 4 nature Changes resistances: +3% nature / +3% lightning Changes damage: +3% nature Life regen: +1.20 Stamina each turn: +0.70 Maximum stamina: +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ce'Nyta (dig speed 38 turns) Ce'Nyta (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +11% nature / +1% physical Changes damage: +6% nature Life regen: +0.60 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hettykor HettykorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +10% blight Stun/Freeze immunity: +21% Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Rings can have magical properties. |
| On fingers | warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Rings can have magical properties. |
| Around neck | Blindbringer BlindbringerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +6 Mag / +2 Con Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% Physical save: +13 (+13 eff.) Spell save: +13 (+13 eff.) Mental save: +13 (+13 eff.) Infravision radius: +3 See invisible: +9 Amulets can have magical properties. |
| In main hand | Dawnpower the steel longsword (112% power, 3 apr) Dawnpower the steel longsword (112% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to blind * Slows global speed by 7% * 14% chance to cause random gloom * leeches stamina from the target Damage (Melee): +8 darkness / +6 mind Damage against: +7% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 7 nature slow Changes stats: +1 Cun / +2 Wil Changes resistances: +5% arcane Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | shocking dwarven-steel shield of purity (8 def, 2 armour, 100% power, 74.5 block) shocking dwarven-steel shield of purity (8 def, 2 armour, 100% power, 74.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +74 On weapon hit: * 15% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 10 lightning Changes resistances: +15% nature / +12% blight Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | fortifying steel plate armour of acid resistance (4 def, 9 armour) fortifying steel plate armour of acid resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +3 Con Changes resistances: +17% acid Maximum life: +30.00 A suit of armour made of metal plates. |
Inventory
copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
quick dwarven-steel mace of purging (133% power, 4 apr) quick dwarven-steel mace of purging (133% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +9 nature When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +2 Dex Blunt and deadly. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Yvetira (6 def, 12 armour) Yvetira (6 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +12 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +4 Cun Critical mult.: +6.00% Physical save: +19 (+16 eff.) Maximum stamina: +25.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
123 alchemist agate 123 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 after 40 turns, 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 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. |
3 ametrine 3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Mujika the Skeleton Bulwark level 10
1st Dusk 122nd year of Ascendancy at 21:09 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mujika the Skeleton Bulwark level 13
27th Dusk 122nd year of Ascendancy at 03:22 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Mujika the Skeleton Bulwark level 14
42nd Dusk 122nd year of Ascendancy at 17:43 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Mujika the Skeleton Bulwark level 7
1st Summertide 122nd year of Ascendancy at 02:26 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Mujika the Skeleton Bulwark level 14
44th Dusk 122nd year of Ascendancy at 07:49 see stats
Log
Mujika receives 44 healing.
Minotaur of the Labyrinth uses Sunder Arms.
Mujika's fighting ability is impaired!
Minotaur of the Labyrinth hits Mujika for (150 absorbed), 0 physical, (2 absorbed), 0 nature, (8 absorbed), 0 blight (0 total damage).
Mujika hits Minotaur of the Labyrinth for 6 lightning, 10 physical, 3 light, 5 nature, 6 nature, 8 acid (38 total damage).
Islurithra the minotaur recovers sight.
Islurithra the minotaur resists the mind attack!
Islurithra the minotaur uses Juggernaut.
Islurithra the minotaur hardens its skin.
Your shield crumbles under the damage!
The shield around Mujika crumbles.
Islurithra the minotaur hits Mujika for (5 absorbed), 0 light, (5 absorbed), 0 light, (89 absorbed), 76 physical, 10 lightning, 14 temporal, 5 nature (105 total damage).
Greater Weapon Focus from Mujika hits Islurithra the minotaur for 29 physical, 6 darkness, 5 mind, 5 lightning, 0 arcane (45 total damage).
Mujika hits Islurithra the minotaur for 31 physical, 6 darkness, 3 mind, 5 lightning, 0 arcane, 8 lightning, 9 physical, 3 light, 7 nature, 8 nature, 14 acid (95 total damage).
Mujika receives 44 healing.
Minotaur of the Labyrinth uses Sunder Armour.
Minotaur of the Labyrinth misses Mujika.
Mujika casts Rune: Phase Door.
Mujika is out of phase.
Zubywen the giant fire ant spits flames!
Zubywen the giant fire ant hits Mujika for 38 fire damage.
Mujika receives 44 healing.
Mujika is afflicted by a rotting disease!
Something performs a melee critical strike against Mujika!
Mujika is dazed!
Salynor the black ooze spits acid!
Mujika is not dazed anymore.
Saving game...
