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 | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 20 / 83% |
Size | medium |
Lifes / Deaths | Killed by thief at level 8 on the 3rd Mirth 122nd year of Ascendancy at 09:42 0 / 6Killed by Silethra the honey tree at level 13 on the 4th Flare 122nd year of Ascendancy at 03:41 Killed by multi-hued crystal at level 14 on the 7th Dusk 122nd year of Ascendancy at 05:02 Killed by Urkis, the High Tempest at level 16 on the 32nd Dusk 122nd year of Ascendancy at 19:27 Killed by skeleton mage at level 20 on the 2nd Allure 123rd year of Ascendancy at 22:06 Killed by skeleton warrior at level 20 on the 3rd Allure 123rd year of Ascendancy at 00:26 |
Primary Stats
Strength | 47 (base 42) |
Dexterity | 18 (base 12) |
Constitution | 42 (base 48) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -6/584 |
Stamina | 156/156 |
Healing Factor | 1.1 |
Regeneration | 20.24 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 58 |
Accuracy | 53 |
Crit Chance | 5% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 19.3 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Physical | -10% |
Fire | +11% |
Nature | +12% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 78.449759015833 (100%) |
Defense | 22.064922059138 |
Ranged Defense | 22.064922059138 |
Fatigue | 39 |
Physical Save | 28.575 |
Spell Save | 26.6 |
Mental Save | 9.45 |
Defense: Resistances
Fire | + 32%( 70%) |
Darkness | + 37%( 70%) |
Light | + 46%( 70%) |
Nature | + 30%( 70%) |
Blight | + 17%( 70%) |
Physical | + 14%( 70%) |
Cold | + 27%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 19% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 82% |
Inscriptions (5/5)
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 24% for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 165 life. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 173 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 39). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 77) for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | Zraan is writhing in agony, suffering from 10 to 49 damage over 5 turns. Agony |
detrimental effect | Zraan is fed upon by Bethariassra the ghoul. Fed Upon |
detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 12.33 blight damage per turn. Rotting Disease |
detrimental effect | Zraan has heard the hateful whisper. Hateful Whisper |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Heave (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Zubida the grey mold. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Layogatira the wolf. Escort: lost warrior (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 8. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bloated horror heart. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of focus without your aid. | 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 iron boots 'Satyrwreath' (0 def, 3 armour) pair of iron boots 'Satyrwreath' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +2 Con Damage when the wearer is hit: 4 nature Changes resistances: +3% nature Changes damage: +9% nature It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | bladed iron helm of knowledge (0 def, 3 armour) bladed iron helm of knowledge (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Wil / +2 Cun Damage when the wearer is hit: 5 physical Mindpower: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 112.53 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Armour: +2 Changes stats: +3 Dex Life regen: +1.90 Stamina each turn: +1.00 Maximum stamina: +17.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Murkveil the ash totem of thorny skin [power 27] (16/20 cooldown) Murkveil the ash totem of thorny skin [power 27] (16/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 8 darkness Changes damage: +3% darkness It can be used to harden the skin for 6 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | Zubibeth ZubibethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +9% blight Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
On fingers | marksman's copper ring of fire (+22%) marksman's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Around neck | Naturesin NaturesinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 12 darkness Changes damage: +3% nature / +5% physical Combat speed: +10% Amulets can have magical properties. |
In main hand | dwarven-steel waraxe 'Kilnmaster' (25.5-35.7 power, 4 apr) dwarven-steel waraxe 'Kilnmaster' (25.5-35.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +4 acid blind Damage conversion: 20% acid When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +10% acid One-handed war axes. |
Around waist | 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. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 25.5 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25.5 dam, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 35.7 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 12/60) : Effective talent level: 1.2 Power cost: 60 out of 12/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.04 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | prismatic steel plate armour of implacability (4 def, 13 armour) prismatic steel plate armour of implacability (4 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 Fatigue: +18% Changes resistances: +11% darkness / +11% light Physical save: +6 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the warrior (42 nature damage, 24% healing reduction)insidious poison infusion of the warrior (42 nature damage, 24% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.0 Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 42.24 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. yew starstaff (20-24 power, 4 apr, temporal damage)yew starstaff (20-24 power, 4 apr, temporal damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel waraxe (12-16.8 power, 3 apr)steel waraxe (12-16.8 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 10.5 dam, 37.5 block)steel shield (6 def, 2 armour, 10.5 dam, 37.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Handheld deflection devices |
2 opal 2 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. |
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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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
By Zraan the Cornac Bulwark level 16
63rd Dusk 122nd year of Ascendancy at 21:33 see stats
By Zraan the Cornac Bulwark level 17
74th Dusk 122nd year of Ascendancy at 21:39 see stats
By Zraan the Cornac Bulwark level 19
14th Haze 122nd year of Ascendancy at 01:48 see stats
By Zraan the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 16:03 see stats
By Zraan the Cornac Bulwark level 20
48th Haze 122nd year of Ascendancy at 07:56 see stats
By Zraan the Cornac Bulwark level 6
79th Pyre 122nd year of Ascendancy at 06:44 see stats
By Zraan the Cornac Bulwark level 20
2nd Allure 123rd year of Ascendancy at 23:44 see stats
By Zraan the Cornac Bulwark level 10
10th Mirth 122nd year of Ascendancy at 06:27 see stats
By Zraan the Cornac Bulwark level 18
75th Dusk 122nd year of Ascendancy at 01:13 see stats
Log
Rotting Disease from Ghoul hits Zraan for 10 blight damage.
Degenerated skeleton warrior misses Zraan.
Zraan hits Skeleton warrior for 4 physical, 4 nature, 12 darkness (21 total damage).
Zraan hits Shadow for 16 acid damage.
Zraan hits Shadow for 4 physical, 4 nature, 0 darkness (9 total damage).
Skeleton warrior uses Stunning Blow.
Zraan is stunned!
Ghoul misses Zraan.
Zraan killed Shadow!
Zraan hits Ghoul for 1 physical, 1 nature, 3 darkness (5 total damage).
Zraan hits Skeleton warrior for 4 physical, 4 nature, 12 darkness (21 total damage).
Skeleton warrior hits Zraan for 7 acid damage.
Ghoul misses Zraan.
Zraan has finished recovering.
Agony from Bethariassra the ghoul hits Zraan for 32 mind damage.
Rotting Disease from Ghoul hits Zraan for 10 blight damage.
Bethariassra the ghoul uses Hateful Whisper.
Bethariassra the ghoul's mind surges with critical power!
Zraan has heard the hateful whisper!
Bethariassra the ghoul hits Zraan for 132 mind damage.
Zraan performs a melee critical strike against Shadow!
Shadow resists!
Skeleton warrior uses Stunning Blow.
Zraan hits Skeleton warrior for 1 physical, 1 nature, 3 darkness (5 total damage).
Zraan hits Shadow for 5 acid, 21 physical, 1 acid, 0 darkness, 1 nature (28 total damage).
Zraan hits Degenerated skeleton warrior for 1 physical, 1 nature, 3 darkness (5 total damage).
Zraan hits Shadow for 1 physical, 1 nature, 0 darkness (3 total damage).
Saving game...