Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! ZOmnibus Addon Pack 1.1.0Combines 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: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 21 / 90% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nykira the blade horror at level 21 on the 13rd Regrowth 123rd year of Ascendancy at 10:05 / 1 |
Primary Stats
Strength | 69 (base 50) |
Dexterity | 13 (base 10) |
Constitution | 19 (base 10) |
Magic | 11 (base 10) |
Willpower | 72 (base 45) |
Cunning | 19 (base 10) |
Resources
Life | -28/580 |
Hate | 59/100 |
Healing Factor | 1.2547668370176 |
Regeneration | 68.811413342044 |
Speed
Mental | +55.769854152873% |
Attack | 0% |
Movement | +349.16611479881% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
See Stealth | 8 |
See Invisible | 7 |
Offense: Mainhand
Damage | 124 |
Accuracy | 47 |
Crit Chance | 6% |
APR | 8 |
Speed | 0.64 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +18% |
Physical | +59% |
Mind | +27% |
All | +10% |
Offense: Damage Penetration
Blight | +5% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 44.65 (86.818181818182%) |
Defense | 0 |
Ranged Defense | 4 |
Fatigue | 18 |
Physical Save | 33.72128772988 |
Spell Save | 3.5794168760311 |
Mental Save | 36.74628772988 |
Defense: Resistances
Mind | + 48%( 70%) |
Fire | + 26%( 70%) |
Nature | + 31%( 70%) |
Blight | + 25%( 70%) |
Physical | + 10%( 70%) |
Cold | + 48%( 70%) |
All | + 2%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Confusion Resistance | 11% |
Fear Resistance | 15% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 19% for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 116 damage for 5 turns. The effect will scale with your magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The target is cursed, taking 27.16 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is hexed, granting it 30% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | The target is cursed, reducing defence and all saves by 29. Curse of Defenselessness |
beneficial effect | A flow of life spins around the target, regenerating 54.44 life per turn. Regeneration |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is wide awake and has 41% resistance to sleep effects. Insomnia |
beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +41% physical damage, +21 physical save, +21 mental save, 53/53 damage shrugged off this turn) Rampaging |
beneficial effect | The target's saves have been increased by 4. Spin Fate |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | Stalking Ce'Nykira the blade horror. Bonus level 1: +19 attack, +11% melee damage, +0.50 hate/turn prey was hit. Stalking 845/1133 +1 |
beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
detrimental effect | Huge cut that bleeds, doing 3.25 physical damage per turn. Bleeding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | 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 have explored the Maze and vanquished the Horned Horror. * 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 have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 47. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Halitir (4 def, 3 armour) Halitir (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +4 Fatigue: +3% Damage when the wearer is hit: 4 physical Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% A pair of boots made of leather. |
Light source | Glareoracle GlareoracleInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +5% blight Mental save: +8 Light radius: +3 See stealth: +8 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | defender's rough leather cap of might (4 def, 6 armour) defender's rough leather cap of might (4 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 Armour: +6 Defense: +4 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances: +3% all Physical save: +6 A cap made of leather. |
Tool | iron pickaxe of wreckage (dig speed 31 turns) iron pickaxe of wreckage (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Layothra the voratun ring Layothra the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str / +10 Wil / +6 Cun Changes resistances: +14% mind Changes damage: +17% mind Maximum psi: +20.00 Mindpower: +11 Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Glorobeth the dwarven-steel greatsword (38-60.8 power, 2 apr) (Madness) Glorobeth the dwarven-steel greatsword (38-60.8 power, 2 apr) (Madness)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 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% Damage Shield penetration (this weapon only): +10% Damage when this weapon hits: +8 acid blind When wielded/worn: Physical power: +6 Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +24% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Curse of Madness Massive two-handed swords. |
On hands | heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour) heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour: +6 Changes stats: +3 Dex Mental save: +8 Maximum life: +61.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | steel mail armour 'Adulle' (2 def, 6 armour) steel mail armour 'Adulle' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +1 Mag / +2 Wil Changes resistances: +15% fire / +16% cold / +6% mind Mental save: +10 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% A suit of armour made of mail. |
Cloak | enveloping cashmere cloak of mindcraft (9 def, 0 armour) enveloping cashmere cloak of mindcraft (9 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +3 Cun / +3 Wil Physical save: +7 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating copper amulet of constitution (+3) insulating copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% cold / +10% fire Amulets can have magical properties. |
Inventory
steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's gold ring of pilfering gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +9 Physical power: +7 Defense: +9 Changes stats: +6 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
dwarven-steel greatsword 'Corruptionwill' (36-57.6 power, 2 apr) (Corpses) dwarven-steel greatsword 'Corruptionwill' (36-57.6 power, 2 apr) (Corpses)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 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% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +4 nature slow When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 Damage when the wearer hits(melee): 4 nature Changes resistances: +12% nature Curse of Corpses Massive two-handed swords. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 34/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
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 is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 276/400. 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. |
ash totem of cure illness [power 2] (20 cooldown) ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons [power 2] (20 cooldown) ash totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Voidking the Cornac Cursed level 20
2nd Regrowth 123rd year of Ascendancy at 07:10 see stats
By Voidking the Cornac Cursed level 10
7th Flare 122nd year of Ascendancy at 21:20 see stats
By Voidking the Cornac Cursed level 17
7th Decay 122nd year of Ascendancy at 01:11 see stats
By Voidking the Cornac Cursed level 17
71st Haze 122nd year of Ascendancy at 16:32 see stats
By Voidking the Cornac Cursed level 10
7th Flare 122nd year of Ascendancy at 21:19 see stats
By Voidking the Cornac Cursed level 20
1st Regrowth 123rd year of Ascendancy at 14:38 see stats
By Voidking the Cornac Cursed level 10
21st Dusk 122nd year of Ascendancy at 08:44 see stats
By Voidking the Cornac Cursed level 20
3rd Regrowth 123rd year of Ascendancy at 14:18 see stats
By Voidking the Cornac Cursed level 11
26th Dusk 122nd year of Ascendancy at 04:15 see stats
By Voidking the Cornac Cursed level 20
2nd Regrowth 123rd year of Ascendancy at 19:00 see stats
By Voidking the Cornac Cursed level 18
7th Decay 122nd year of Ascendancy at 21:46 see stats
Log
Ce'Nykira the blade horror hits Voidking for 5 fire damage.
Voidking has shrugged off 53 damage and is ready for more.
Bleeding from Ce'Nykira the blade horror hits Voidking for 3 physical damage.
Nightmare from Ce'Nykira the blade horror hits Voidking for 0 darkness damage.
Lava floor burns Voidking!
Ce'Nykira the blade horror hits Voidking for 16 fire damage.
Voidking is free from the nightmare.
Lava floor burns Ce'Nykira the blade horror!
Ce'Nykira the blade horror casts Curse of Death.
Voidking is cursed.
Ce'Nykira the blade horror converts some damage to Psi!
Ce'Nykira the blade horror hits Voidking for 25 physical damage.
Ce'Nykira the blade horror hits Ce'Nykira the blade horror for 24 to psi, 33 fire (57 total damage).
A part of Ce'Nykira the blade horror's bone shield regenerates.
Your hatred grows even as your life fades! (+4 hate)
Voidking is dazed!
Voidking has shrugged off 53 damage and is ready for more.
Voidking is not dazed anymore.
Curse of Death from Ce'Nykira the blade horror hits Voidking for 34 darkness damage.
Bleeding from Ce'Nykira the blade horror hits Voidking for 0 physical damage.
Lava floor burns Voidking!
Ce'Nykira the blade horror hits Voidking for 6 fire damage.
Voidking uses Infusion: Regeneration.
Voidking starts regenerating health quickly.
Lava floor burns Ce'Nykira the blade horror!
Ce'Nykira the blade horror casts Bone Grab.
Your hatred grows even as your life fades! (+4 hate)
Ce'Nykira the blade horror deactivates Fearscape.
Saving game...