Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 17 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 12 on the 44th Profit 122nd year of Ascendancy at 13:05 0 / 6Killed by boiling horror at level 16 on the 37th Dearth 122nd year of Ascendancy at 20:05 Killed by Yvona the gigantic corrosive tunneler at level 17 on the 5th Loss 122nd year of Ascendancy at 23:45 Killed by poison ooze at level 17 on the 6th Loss 122nd year of Ascendancy at 02:27 Killed by poison ooze at level 17 on the 6th Loss 122nd year of Ascendancy at 03:30 Killed by Betossra the gigantic corrosive tunneler at level 17 on the 6th Loss 122nd year of Ascendancy at 04:38 |
Primary Stats
| Strength | 44 (base 32) |
| Dexterity | 13 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 15 (base 14) |
| Willpower | 61 (base 44) |
| Cunning | 10 (base 10) |
Resources
| Life | -6/501 |
| Mana | 471/471 |
| Equilibrium | 0 |
| Healing Factor | 1.2 |
| Regeneration | 1.68 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 39 |
| Crit Chance | 3% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 39 |
| Crit Chance | 3% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.35 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Blight | +4% |
| Physical | +8% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 38.326537677544 (74.117647058824%) |
| Defense | 20.525 |
| Ranged Defense | 28.525 |
| Fatigue | 42 |
| Physical Save | 36.896290322581 |
| Spell Save | 30.971290322581 |
| Mental Save | 32.596290322581 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 23%( 70%) |
| All | 0%( 70%) |
| Cold | + 57%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 14. Intimidated |
| detrimental effect | The target has been splashed with acid, taking 2.13 acid damage per turn, reducing armour by 6 and attack by 5. Acid Splash |
| detrimental effect | The target is poisoned, taking 41.33 nature damage per turn and decreasing all heals received by 40%. Insidious Poison |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You failed to protect the lone alchemist from death by giant white ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by sand-drake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +1. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 17. | active |
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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed warg claw. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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 brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * '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 within2 lumberjacks have died. | 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 | grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal 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: +40.00 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 | Cloudlash the iron helm (0 def, 3 armour) Cloudlash the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer is hit: 4 blight Changes resistances: +6% lightning / +5% temporal Changes damage: +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Shockraider' (0 def, 2 armour) dwarven-steel gauntlets 'Shockraider' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 Armour: +2 Changes stats: +3 Str / +3 Dex / +2 Wil / +3 Con Damage when the wearer hits(melee): 4 arcane Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +5 Physical save: +7 Mental save: +5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Ce'Nuwe the copper amulet Ce'Nuwe the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Fatigue: -5% Changes resistances: +3% blight Life regen: +1.00 Amulets can have magical properties. |
| In main hand | dwarven-steel shield 'Urthynaridor' (8 def, 8 armour, 28.5 dam, 125 block) dwarven-steel shield 'Urthynaridor' (8 def, 8 armour, 28.5 dam, 125 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +125 When wielded/worn: Armour: +8 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +1 Str / +2 Dex / +1 Mag Talent granted: +3 Block Handheld deflection devices |
| 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% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | flaming dwarven-steel shield of harmony (8 def, 2 armour, 31.5 dam, 70.5 block) flaming dwarven-steel shield of harmony (8 def, 2 armour, 31.5 dam, 70.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +70 Burst (radius 1) on hit: +14 fire When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 7 fire Damage when the wearer is hit: 12 fire Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +3 Block Healing mod.: +10% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 28 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Wil / +2 Mag Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Malohor the Ashbait (3 def, 8 armour) Malohor the Ashbait (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when the wearer hits(melee): 2 arcane / 4 fire Damage when the wearer is hit: 11 physical Changes resistances penetration: +5% fire A suit of armour made of mail. |
Inventory
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
enlightening steel mail armour of the deep (2 def, 8 armour) enlightening steel mail armour of the deep (2 def, 8 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +14% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% cold / +6% acid Allows you to breathe in: water Mental save: +10 A suit of armour made of mail. |
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. |
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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 old Sher'tul places of power, any items dropped inside is 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aiazka the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 01:54 see stats
Exterminator
Killed 1000 creatures.By Aiazka the Dwarf Stone Warden level 15
29th Dearth 122nd year of Ascendancy at 04:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aiazka the Dwarf Stone Warden level 17
38th Dearth 122nd year of Ascendancy at 01:30 see stats
Level 10
Got a character to level 10.By Aiazka the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 01:53 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Aiazka the Dwarf Stone Warden level 12
44th Profit 122nd year of Ascendancy at 16:00 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Aiazka the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 18:17 see stats
The Arena
Unlocked Arena mode.By Aiazka the Dwarf Stone Warden level 9
8th Profit 122nd year of Ascendancy at 00:22 see stats
The secret city
Discovered the truth about mages.By Aiazka the Dwarf Stone Warden level 12
5th Dearth 122nd year of Ascendancy at 14:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aiazka the Dwarf Stone Warden level 17
38th Dearth 122nd year of Ascendancy at 01:55 see stats
Log
You gain 4.10 gold from the transmogrification of Isluganor (26-36.4 power, 4 apr).
You gain 4.00 gold from the transmogrification of potent ash magestaff of illumination (18-21.6 power, 3 apr, fire damage).
You gain 3.10 gold from the transmogrification of mighty cured leather sling of power.
You gain 2.80 gold from the transmogrification of mighty cured leather sling of cold.
You gain 0.90 gold from the transmogrification of gifted vined mindstar (5-5.5 power, 18 apr, nature damage).
You gain 0.50 gold from the transmogrification of steel mace (15.5-21.7 power, 3 apr).
You gain 5.15 gold from the transmogrification of Firewilter (33-46.2 power, 4 apr).
You gain 3.09 gold from the transmogrification of ash longbow of nature.
You gain 1.38 gold from the transmogrification of icy steel greatsword (21-33.6 power, 2 apr).
You gain 1.21 gold from the transmogrification of acidic steel greatmaul (22.5-33.75 power, 2 apr).
You gain 1.80 gold from the transmogrification of balanced steel dagger (10.5-13.65 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (21-31.5 power, 2 apr).
You gain 2.56 gold from the transmogrification of steel amulet of vision.
You gain 2.05 gold from the transmogrification of shielding rune of the warrior (absorb 316 for 4 turns).
You gain 1.70 gold from the transmogrification of shielding rune of the psychic (absorb 251 for 4 turns).
You gain 1.27 gold from the transmogrification of shielding rune (absorb 92 for 4 turns).
You gain 2.00 gold from the transmogrification of phase door rune (range 8; power 22; dur 4).
You gain 1.95 gold from the transmogrification of phase door rune (range 7; power 22; dur 4).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (resist 17%; cure magical).
There is a ladder to the previous level here (press '' or right click to use).
Aiazka's morale has been lowered.
Aiazka is covered in acid!
Aiazka hits Yellow jelly for 24 fire damage.
Aiazka hits Betossra the gigantic corrosive tunneler for 71 physical, 11 arcane, 13 fire, 39 physical, 10 arcane, 12 fire, 16 fire (175 total damage).
Betossra the gigantic corrosive tunneler hits Aiazka for 4 temporal, 4 temporal (10 total damage).
Insidious Poison from Poison ooze hits Aiazka for 24 nature damage.
Acid Splash from Betossra the gigantic corrosive tunneler hits Aiazka for 1 acid damage.
Yellow jelly uses Slime Spit.
Betossra the gigantic corrosive tunneler uses Dirty Fighting.
Saving game...
