Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 ZOmnibus Addon Pack 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 20 / 25% |
| Size | big |
| Lifes / Deaths | Killed by Cultist at level 20 on the 20th Regrowth 123rd year of Ascendancy at 15:32 0 / 6Killed by Cultist at level 20 on the 20th Regrowth 123rd year of Ascendancy at 16:15 Killed by Shasshhiy&039;Kaish at level 20 on the 21st Regrowth 123rd year of Ascendancy at 23:54 Killed by cold drake hatchling at level 20 on the 22nd Regrowth 123rd year of Ascendancy at 12:11 Killed by Arthyrim at level 20 on the 22nd Regrowth 123rd year of Ascendancy at 12:11 |
Primary Stats
| Strength | 57 (base 33) |
| Dexterity | 25 (base 11) |
| Constitution | 50 (base 24) |
| Magic | 61 (base 48) |
| Willpower | 16 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | 740/740 |
| Vim | 176/176 |
| Healing Factor | 1.1 |
| Regeneration | 2.475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 41 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 41 |
| Crit Chance | 3% |
| APR | 11 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.4 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Light | +10% |
| All | +0% |
Offense: Damage Penetration
| Lightning | +20% |
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 36.92 (69%) |
| Defense | 24.625 |
| Ranged Defense | 27.625 |
| Fatigue | 33 |
| Physical Save | 39.225 |
| Spell Save | 26.475 |
| Mental Save | 15.4 |
Defense: Resistances
| Acid | -15%( 70%) |
| Light | 30%( 70%) |
| Nature | 18%( 70%) |
| Blight | 5%( 70%) |
| Physical | 15%( 70%) |
| Lightning | 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 15% |
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Stun Resistance | 86% |
| Poison Resistance | 80% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 277 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
| 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& And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 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 |
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. * 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | 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&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.&WHITELIGHT_GREEN039;ve found the needed green worm. * You&WHITEGREENWHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; * You&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...&WHITERED | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emysema (7 def, 5 armour) Emysema (7 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 Ranged Defense: +6 Fatigue: +5% Pinning immunity: +15% Stun/Freeze immunity: +10% Infravision radius: +2 Movement speed: +20% A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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 | Nimbuswish (0 def, 4 armour) Nimbuswish (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +15% lightning / +18% nature Changes resistances penetration: +20% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | warded ash wand of conjuration [power 163] (6 cooldown) warded ash wand of conjuration [power 163] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 fire / +2 cold / +2 lightning / +1 blight / +2 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 82-163), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard& wizard&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Mental save: +7 Confusion immunity: +21% Rings can have magical properties. |
| On fingers | conjurer& conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Mag Spellpower: +7 Rings can have magical properties. |
| Around neck | grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
| In main hand | Nerunor the stralite longsword (34-47.6 power, 5 apr) Nerunor the stralite longsword (34-47.6 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +9 mind Damage conversion: 37% mind When wielded/worn: Accuracy: +11 Armour penetration: +7 Changes stats: +5 Str / +2 Wil Damage when the wearer hits(melee): 4 mind Changes resistances penetration: +9% physical Changes damage: +19% physical Stamina when hit: +1.10 Mindpower: +4 Sharp, long, and deadly. |
| Around waist | monstrous rough leather belt of unlife monstrous rough leather belt of unlifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +3 Con Changes resistances: +5% blight Physical save: +6 Size category: +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | quick dwarven-steel longsword of the mystic (22.5-31.5 power, 4 apr) quick dwarven-steel longsword of the mystic (22.5-31.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 90% When wielded/worn: Accuracy: +7 Changes stats: +3 Dex / +2 Mag / +1 Wil Spellpower: +7 Sharp, long, and deadly. |
| Cloak | enveloping cashmere cloak of Iron Throne (7 def, 0 armour) enveloping cashmere cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 Changes stats: +2 Str / +3 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast& Borfast&Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
This item will automatically be transmogrified when you leave the level. wizard&wizard& 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: 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 47). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 94) for 3 turns. Its effects scale with your Magic 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. |
titan& titan&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. ash longbowash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, light damage)ash starstaff (15-18 power, 3 apr, light damage) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Urthagund UrthagundPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Con Damage when the wearer hits(melee): 10 physical Damage Shield penetration: +30% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Pusfist the dwarven-steel helm (0 def, 7 armour) Pusfist the dwarven-steel helm (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +7 Fatigue: +4% Changes stats: +7 Str / +4 Con Damage when the wearer is hit: 16 nature Changes damage: +6% lightning Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cured leather armour of command (8 def, 7 armour)cured leather armour of command (8 def, 7 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +8 Fatigue: +7% Changes stats: +1 Cun Mental save: +11 A suit of armour made of leather. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe&LASTANTIQUE_WHITE |
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. |
defiled ash wand of illumination [power 7] (5 cooldown) defiled ash wand of illumination [power 7] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +6.00 It can be used to light the area (rad 7), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. defiled ash wand of trap destruction [power 38] (15 cooldown)defiled ash wand of trap destruction [power 38] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +6.00 It can be used to try to disarm any known traps in a line (disarm power 38), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Arthyrim the Ghoul Reaver level 13
3rd Haze 122nd year of Ascendancy at 01:39 see stats
Exterminator
Killed 1000 creatures.By Arthyrim the Ghoul Reaver level 16
42nd Haze 122nd year of Ascendancy at 07:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arthyrim the Ghoul Reaver level 19
10th Regrowth 123rd year of Ascendancy at 10:23 see stats
Level 10
Got a character to level 10.By Arthyrim the Ghoul Reaver level 10
32nd Dusk 122nd year of Ascendancy at 05:31 see stats
Level 20
Got a character to level 20.By Arthyrim the Ghoul Reaver level 20
20th Regrowth 123rd year of Ascendancy at 09:47 see stats
The Arena
Unlocked Arena mode.By Arthyrim the Ghoul Reaver level 8
28th Dusk 122nd year of Ascendancy at 13:27 see stats
The secret city
Discovered the truth about mages.By Arthyrim the Ghoul Reaver level 11
37th Dusk 122nd year of Ascendancy at 08:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Arthyrim the Ghoul Reaver level 17
60th Haze 122nd year of Ascendancy at 20:20 see stats
Log
Cold drake hatchling resists the mind attack!
Cold drake hatchling resists the mind attack!
Arthyrim hits cold drake hatchling for 18 mind, 36 physical, 9 mind, 2 mind, 33 physical, 2 mind damage (total 99.45).
Cold drake hatchling hits Arthyrim for 4 cold, 4 cold damage (total 8.00).
Cold drake hatchling misses Arthyrim.
Cold drake hatchling misses Arthyrim.
Cold drake hatchling resists the mind attack!
Cold drake hatchling hits Arthyrim for 4 cold, 4 cold damage (total 8.00).
Arthyrim hits cold drake hatchling for 19 mind, 39 physical, 9 mind, 2 mind, 33 physical damage (total 100.17).
Arthyrim killed cold drake hatchling!
Cold drake hatchling hits Arthyrim for 17 physical damage.
Cold drake hatchling hits Arthyrim for 17 physical damage.
Cold drake hatchling hits Arthyrim for 18 physical damage.
Arthyrim hits cold drake hatchling for 19 mind, 39 physical, 9 mind, 4 mind, 38 physical, 4 mind damage (total 111.30).
Cold drake hatchling hits Arthyrim for 3 cold, 3 cold damage (total 6.00).
Cold drake hatchling hits Arthyrim for 16 physical damage.
Cold drake hatchling killed Arthyrim!
Arthyrim the level 20 ghoul reaver was swiped to death by a cold drake hatchling on level 2 of Daikara.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Saving done.
Saving done.
Saving game...
