Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Summoner |
| Level / Exp | 33 / 41% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 12 (base 11) |
| Constitution | 30 (base 27) |
| Magic | 20 (base 10) |
| Willpower | 66 (base 60) |
| Cunning | 59 (base 48) |
Resources
| Life | 643/643 |
| Mana | 608/614 |
| Equilibrium | 49 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +115.54469372093% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 43 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 43 |
| Crit Chance | 21% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23.5 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.6 |
| Crit Chance | 27% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 14.264956777772 |
| Ranged Defense | 17.264956777772 |
| Fatigue | 0 |
| Physical Save | 30.025 |
| Spell Save | 33.05 |
| Mental Save | 41.583333333333 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 188.34 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.40 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Summoning (distance) | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Secrets of the Eternals |
| beneficial effect | Increases global action speed by 16%. Speed |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The target has 22% chance to evade melee attacks and gains 8 defense. Evasion |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Light source | 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. |
| On head | prismatic hardened leather cap of might (0 def, 3 armour) prismatic hardened leather cap of might (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +13% light / +15% darkness A cap made of leather. |
| Tool | void yew wand of firewall [power 165] (6 cooldown) void yew wand of firewall [power 165] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to creates a wall of flames lasting for 4 turns (dam 165 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's gold ring of clarity pixie's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Mag Mental save: +6 (+2 eff.) Confusion immunity: +29% Spellpower: +7 (+4 eff.) Rings can have magical properties. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | savior's gold amulet of the eclipse savior's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 10% chance to blind Changes damage: +7% light / +7% darkness Physical save: +16 (+8 eff.) Spell save: +13 (+6 eff.) Mental save: +13 (+4 eff.) Amulets can have magical properties. |
| In main hand | Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 15 power out of 3/16) : Effective talent level: 5.6 Power cost: 15 out of 3/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 16 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | horrifying vined mindstar of balance (5-5.5 power, 18 apr, mind damage) horrifying vined mindstar of balance (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Physical save: +3 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | shimmering cashmere robe of alchemy (2 def, 0 armour) shimmering cashmere robe of alchemy (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +13% acid / +12% physical / +13% fire / +12% cold Changes damage: +7% acid / +7% physical / +9% fire / +12% arcane / +7% cold Talent cooldown: Refit Golem (-3 turns) Maximum mana: +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (319% speed; 6 turns) movement infusion (319% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 319% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
vision rune (radius 13; dur 27; see demon) vision rune (radius 13; dur 27; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 18) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any demon around. 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. |
vision rune of the psychic (radius 11; dur 18; see humanoid) vision rune of the psychic (radius 11; dur 18; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 28) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any humanoid around. Its effects scale with your Willpower 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. |
vision rune of the warrior (radius 11; dur 21; see animal) vision rune of the warrior (radius 11; dur 21; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 16) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any animal around. Its effects scale with your Strength 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. |
gladiator's gold ring of blinding strikes gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+6 eff.) Effects on melee hit: * 13% chance to blind Effects on ranged hit: * 19% chance to blind Changes stats: +6 Str / +4 Con Rings can have magical properties. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
caustic voratun longsword of ruin (43.5-60.9 power, 6 apr) caustic voratun longsword of ruin (43.5-60.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 18% chance to corrode armour When wielded/worn: Armour penetration: +6 Physical crit. chance: +11.0% Changes resistances penetration: +9% acid Critical mult.: +11.00% Life regen: +1.40 Sharp, long, and deadly. |
dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr) dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
horrifying thorny mindstar of clarity (8-8.8 power, 24 apr, nature damage) horrifying thorny mindstar of clarity (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +5% mind / +5% darkness Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
pulsing mindstar of balance (12-13.2 power, 32 apr, nature damage) pulsing mindstar of balance (12-13.2 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +2 (+1 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.60 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
focusing silk robe of nature (+21%) (3 def, 0 armour) focusing silk robe of nature (+21%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +7 Mag / +5 Wil Changes resistances: +21% nature Changes damage: +14% nature Mana each turn: +0.18 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour (1 def, 2 armour) rejuvenating rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Life regen: +2.50 Stamina each turn: +0.50 A suit of armour made of leather. |
spiked reinforced leather armour (4 def, 7 armour) spiked reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical A suit of armour made of leather. |
Blightstopper (18 def, 12 armour, 240 block) Blightstopper (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+12 eff.) Ranged Defense: +12 (+7 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+10 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 22 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
359 alchemist agate 359 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. |
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. |
arcane elven-wood wand of conjuration [power 265] (9 cooldown) arcane elven-wood wand of conjuration [power 265] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 132-265), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking elven-wood wand of conjuration [power 361] (9 cooldown) striking elven-wood wand of conjuration [power 361] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Strike It can be used to fire a bolt of a random element (dam 180-361), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Matt! the Shalore Summoner level 20
76th Pyre 122nd year of Ascendancy at 05:18 see stats
Level 10
Got a character to level 10.By Matt! the Shalore Summoner level 10
74th Pyre 122nd year of Ascendancy at 23:10 see stats
Level 20
Got a character to level 20.By Matt! the Shalore Summoner level 20
76th Pyre 122nd year of Ascendancy at 05:18 see stats
Level 30
Got a character to level 30.By Matt! the Shalore Summoner level 30
77th Pyre 122nd year of Ascendancy at 14:18 see stats
Size matters
Did over 600 damage in one attack.By Matt! the Shalore Summoner level 25
77th Pyre 122nd year of Ascendancy at 02:43 see stats
Log
Riala Shalarak becomes more vulnerable to fire.
Minotaur uses Sunder Armour.
Matt! receives 30 healing.
3-headed hydra receives 30 healing from Matt!.
War hound receives 30 healing from Matt!.
Minotaur hits Riala Shalarak for 415 physical, 10 lightning, 8 light (434 total damage).
Riala Shalarak stops regenerating health quickly.
Poison from Matt! hits Riala Shalarak for 2 fire, 9 cold, 5 lightning, 6 arcane (22 total damage).
Rimebark misses Riala Shalarak.
Riala Shalarak is encased in ice!
Minotaur is encased in ice!
Matt!'s poison area effect hits Riala Shalarak for 0 fire, 2 cold, 1 lightning, 2 arcane (6 total damage).
Rimebark's ice area effect hits Riala Shalarak for 51 cold damage.
Rimebark's ice area effect hits 3-headed hydra for 39 cold damage.
Rimebark's ice area effect hits War hound for 39 cold damage.
Rimebark's ice area effect hits Turtle for (7 to ice), 10 cold (10 total damage).
Rimebark's ice area effect hits Ritch flamespitter for 39 cold damage.
Rimebark's ice area effect hits Minotaur for 39 cold damage.
Your summoned minotaur disappears.
Turtle is free from the ice.
Riala Shalarak casts Rune: Manasurge.
Riala Shalarak starts to surge mana.
War hound hits Riala Shalarak for (26 to ice), 39 physical (39 total damage).
Turtle leaves the cover of its shell.
Matt! deactivates Secrets of the Eternals.
Matt! deactivates Master Summoner.
Matt! is no longer evading attacks.
Matt! slows down.
3-headed hydra seems more focused.
