Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 19 / 90% |
| Size | big |
| Lifes / Deaths | 1 / 5 |
Primary Stats
| Strength | 58 (base 46) |
| Dexterity | 19 (base 12) |
| Constitution | 60 (base 38) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 781/781 |
| Mana | 218/218 |
| Stamina | 159/159 |
| Healing Factor | 1.11 |
| Regeneration | 11.14623581068 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 36 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.6 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16.32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 36.76 (82.970297029703%) |
| Defense | 15.15 |
| Ranged Defense | 20.575 |
| Fatigue | 31 |
| Physical Save | 47.766666666667 |
| Spell Save | 42.6 |
| Mental Save | 21.6 |
Defense: Resistances
| All | 4%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Bleed Resistance | 5% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 5% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Salama the war bear. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +2. | 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * You&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.& | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Xeryldath (0 def, 10 armour) Xeryldath (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +10 Fatigue: +3% Changes stats: +4 Wil / +4 Con Changes resistances: +9% light Changes resistances penetration: +7% physical Poison immunity: +5% Knockback immunity: +15% Mindpower: +4 (+3 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | survivor& survivor&Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 Healing mod.: +11% 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 | stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +11 (+4 eff.) A cap made of leather. |
| On hands | steady rough leather gloves of dexterity (+2) (0 def, 1 armour) steady rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +1 Changes stats: +2 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | miner& miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator& gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| On fingers | Falularain the steel ring Falularain the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Spell save: +6 (+2 eff.) Cut immunity: +5% Stun/Freeze immunity: +26% Life regen: +1.60 Rings can have magical properties. |
| Around neck | wanderer& wanderer&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Talent masteries: +0.10 Technique / Shield offense +0.10 Technique / Combat training Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| In main hand | dwarven-steel greatsword of massacre (52-83.2 power, 2 apr) dwarven-steel greatsword of massacre (52-83.2 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
| Around waist | Bilegore BilegoreInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +3% acid Changes damage: +6% acid Maximum life: +34.00 A belt that goes around your waist. |
| In off hand | acidic steel shield of fire resistance (+15%) (6 def, 2 armour, 19-22.8 power, 38 block) acidic steel shield of fire resistance (+15%) (6 def, 2 armour, 19-22.8 power, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * 10% chance to corrode armour When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Changes resistances: +15% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | murderer& murderer&Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scaldschism the dwarven-steel plate armour (5 def, 11 armour) Scaldschism the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 12 fire / 8 temporal Changes stats: +4 Str / +5 Con Changes resistances penetration: +15% temporal Maximum life: +59.00 A suit of armour made of metal plates. |
Inventory
balanced dwarven-steel battleaxe of massacre (44-66 power, 2 apr) balanced dwarven-steel battleaxe of massacre (44-66 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+6 eff.) Disarm immunity: +28% Massive two-handed battleaxes. |
Bethoba the steel greatmaul (30.5-45.75 power, 2 apr) Bethoba the steel greatmaul (30.5-45.75 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living When wielded/worn: Reduces incoming crit damage: 5.00% Disease immunity: +10% Mental crit. chance: +2% Massive two-handed mauls. |
Halihor the steel greatsword (24.5-39.2 power, 2 apr) Halihor the steel greatsword (24.5-39.2 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning When wielded/worn: Physical crit. chance: +1.0% Fatigue: -4% Maximum encumbrance: +20 Massive two-handed swords. |
Fireumbra the steel mace (14.5-20.3 power, 3 apr) Fireumbra the steel mace (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +9 Physical crit. chance: +6.0% Damage when hit (Melee): 8 mind / 8 fire Changes stats: +3 Str Changes resistances: +3% fire Changes resistances penetration: +10% mind / +5% fire Changes damage: +3% mind / +9% physical Critical mult.: +12.00% Stamina when hit: +0.80 Blunt and deadly. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+6 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikegash the pair of rough leather boots (0 def, 1 armour) Strikegash the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 lightning Changes resistances: +9% acid Changes damage: +6% lightning Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves &039; (0 def, 2 armour)hardened leather gloves &039; (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Damage (Melee): 8 fire Changes resistances: +3% lightning / +7% fire Changes damage: +5% fire Disease immunity: +10% Pinning immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
255 alchemist agate 255 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. |
3 aquamarine 3 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. |
4 opal 4 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 386/400. 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (20/20, 34-40.8 power, 3 apr)pouch of dwarven-steel shots (20/20, 34-40.8 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Badur the Ogre Bulwark level 16
25th Dusk 122nd year of Ascendancy at 22:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Badur the Ogre Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 21:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Badur the Ogre Bulwark level 15
17th Dusk 122nd year of Ascendancy at 03:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Badur the Ogre Bulwark level 17
26th Dusk 122nd year of Ascendancy at 14:32 see stats
Log
Burning from Ce&fbd578LASTLIGHT_REDLASTLASTBadur receives 38 healing.
Eilinotha the cold drake hatchling uses Stunning Blow.
Badur resists the stunning blow!
Badur hits Eilinotha the cold drake hatchling for 17 acid, 6 temporal, 11 fire (34 total damage).
Eilinotha the cold drake hatchling hits Badur for 15 physical, 13 cold, 12 temporal (40 total damage).
Xanaldanor the dremling casts Soul Rot.
Glorerilaith the brecklorn hits Ce&GREENLASTLASTUID:194101:0GREENLASTLASTUID:194101:0GREENLASTLAST039;s Soul Rot hits Badur for 128 blight damage.
Badur the level 19 ogre bulwark was poxed to death by Xanaldanor the dremling on level 1 of The Maze.
You have 1 life(s) left.
The protective shield of Badur disappears.
Badur stops burning.
Badur is free from the corrosive worm.
Badur seems more focused.
Badur deactivates Premonition.
Badur has finished recovering.
Badur deactivates Shield Wall.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xanaldanor the dremling&fbd578LAST
Ran for 2 turns (stop reason: interesting character).
Talent Assault is ready to use.
Talent Ogric Wrath is ready to use.
Saving done.
Saving game...
