Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 17 / 16% |
| Size | big |
| Lifes / Deaths | Killed by orc soldier at level 3 on the 17th Voratun 122nd year of Ascendancy at 23:28 0 / 6Killed by Neromira the xorn at level 9 on the 2nd Acquisition 122nd year of Ascendancy at 07:12 Killed by Xariatira the stone troll at level 9 on the 4th Profit 122nd year of Ascendancy at 00:56 Killed by Emywe the forest troll at level 10 on the 4th Profit 122nd year of Ascendancy at 12:26 Killed by Silomilaith the war bear at level 14 on the 7th Profit 122nd year of Ascendancy at 01:39 Killed by Emonor the skeleton warrior at level 17 on the 9th Profit 122nd year of Ascendancy at 19:53 |
Primary Stats
| Strength | 34 (base 30) |
| Dexterity | 14 (base 16) |
| Constitution | 26 (base 23) |
| Magic | 13 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -3/591 |
| Stamina | 88/166 |
| Healing Factor | 1.11 |
| Regeneration | 14.5965 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 34 |
| Crit Chance | 4% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.9 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 35.92 (81.030927835052%) |
| Defense | 13.4 |
| Ranged Defense | 15.4 |
| Fatigue | 23 |
| Physical Save | 28.5 |
| Spell Save | 23.55 |
| Mental Save | 25.875 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Confusion Resistance | 26% |
| Disarm Resistance | 15% |
| Silence Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 682% over 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 11.13 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You failed to protect the lost anorithil from death by Layaritta the brown bear. Escort: lost anorithil (level 2 of Trollmire) | failed |
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 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 |
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 |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | Splendourpeal (0 def, 6 armour) Splendourpeal (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 light Changes resistances: +6% light Changes resistances penetration: +5% arcane Silence immunity: +24% Confusion immunity: +26% Stun/Freeze immunity: +23% Infravision radius: +2 A pair of boots made of leather. Press to compare |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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. Press to compare |
| On head | iron helm 'Radhuvon' (0 def, 3 armour) iron helm 'Radhuvon' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 physical Changes resistances: +6% acid / +2% physical / +7% lightning / +6% fire / +6% nature / +7% cold Spell save: +4 (+2 eff.) Maximum life: +46.00 Maximum stamina: +10.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| Tool | Emiba the Hellsumbra [power 151] (16 cooldown) Emiba the Hellsumbra [power 151] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% blight / +18% fire Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +6% fire Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 76-151), putting all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. Press to compare |
| On fingers | wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 (+3 eff.) Rings can have magical properties. Press to compare |
| Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
| In main hand | Isamina (26.5-42.4 power, 1 apr) Isamina (26.5-42.4 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal When wielded/worn: Armour: +2 Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Disarm immunity: +15% Knockback immunity: +15% Massive two-handed swords. Press to compare |
| On hands | psychic's voratun gauntlets of magic (+2) (0 def, 3 armour) psychic's voratun gauntlets of magic (+2) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 mind Changes stats: +2 Mag Changes resistances: +6% mind Changes damage: +4% mind / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Main armor | iron plate armour 'Lisinne' (11 def, 11 armour) iron plate armour 'Lisinne' (11 def, 11 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +11 (+9 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +20% Changes stats: +2 Cun Changes resistances: +6% lightning / +15% mind / +3% darkness Physical save: +10 (+5 eff.) Mental save: +23 (+12 eff.) Stun/Freeze immunity: +5% A suit of armour made of metal plates. Press to compare |
| Cloak | linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) 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... Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 6; power 27; turns 4; dispells darkness)sun infusion of the sneak (rad 6; power 27; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 4 turns. Its effects scale with your Cunning 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. |
iron greatsword (19-30.4 power, 1 apr) iron greatsword (19-30.4 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. mossy mindstar of life (3-3.3 power, 12 apr, nature damage)mossy mindstar of life (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +11.00 Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. Press to compare |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+3 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. Press to compare |
4 agate 4 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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% Latent Damage Type: Arcane 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 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
201 alchemist agate 201 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
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. |
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 304/400. 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. |
Gorusin [power 91] (10 cooldown) Gorusin [power 91] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% nature Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Volcano +2 Void Blast Mental save: +25 (+12 eff.) Disease immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +15% It can be used to fire a bolt of a random element (dam 46-91), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Tarredunafast [power 18] (15 cooldown) Tarredunafast [power 18] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 12 physical Maximum wards: +2 lightning / +1 temporal / +1 blight / +2 fire / +2 cold Talents granted: +1 Ward +2 Volcano Critical mult.: +6.00% Maximum encumbrance: +30 Maximum stamina: +10.00 It can be used to disarm traps (18 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Blumpkin the Dwarf Berserker level 7
29th Voratun 122nd year of Ascendancy at 10:49 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Blumpkin the Dwarf Berserker level 11
5th Profit 122nd year of Ascendancy at 08:07 see stats
Level 10 (Uniques)
Got a character to level 10.By Blumpkin the Dwarf Berserker level 10
4th Profit 122nd year of Ascendancy at 01:45 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By Blumpkin the Dwarf Berserker level 11
4th Profit 122nd year of Ascendancy at 20:09 see stats
Log
Emonor the skeleton warrior hits Blumpkin for 5 physical, 5 lightning, 2 mind (13 total damage).
Neryritira the king cobra casts Temporal Bolt.
Neryritira the king cobra hits Blumpkin for 35 temporal damage.
Blumpkin uses Infusion: Regeneration.
Blumpkin starts regenerating health quickly.
Blumpkin resists the mind attack!
Blumpkin hits Emonor the skeleton warrior for 4 physical, 16 light (20 total damage).
Neryritira the king cobra's Temporal Bolt hits Emonor the skeleton warrior for 35 temporal damage.
Emonor the skeleton warrior hits Blumpkin for 5 physical, 5 lightning, 2 mind (12 total damage).
Blumpkin is on fire!
Mayuwyn the giant grey rat's Flame hits Blumpkin for 25 fire damage.
Neryritira the king cobra's Temporal Bolt hits Giant white mouse for 40 temporal damage.
Burning from Mayuwyn the giant grey rat hits Blumpkin for 8 fire damage.
Blumpkin uses Stunning Blow.
Blumpkin misses Emonor the skeleton warrior.
Blumpkin shrugs off the effect 'Poison'!
Something hits Blumpkin for 14 nature damage.
Blumpkin resists the mind attack!
Blumpkin hits Emonor the skeleton warrior for 4 physical, 16 light (20 total damage).
Emonor the skeleton warrior hits Blumpkin for 6 physical, 5 lightning, 2 mind (13 total damage).
Neryritira the king cobra casts Seal Fate.
Burning from Mayuwyn the giant grey rat hits Blumpkin for 8 fire damage.
Blumpkin uses Warshout.
Emonor the skeleton warrior wanders around!.
Neryritira the king cobra wanders around!.
Something hits Blumpkin for 33 lightning damage.
Saving game...
