Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Assassin 1.4.5Reworks the Rogue class. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Bastion 1.4.6A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Bastion |
Level / Exp | 13 / 32% |
Size | medium |
Lifes / Deaths | Killed by Poryta the king cobra at level 8 on the 32nd Dusk 122nd year of Ascendancy at 07:13 0 / 5Killed by The Shade at level 10 on the 39th Dusk 122nd year of Ascendancy at 01:25 Killed by Nerulramira the xorn at level 12 on the 44th Dusk 122nd year of Ascendancy at 05:00 Killed by war hound at level 13 on the 47th Dusk 122nd year of Ascendancy at 15:24 Killed by bandit at level 13 on the 52nd Dusk 122nd year of Ascendancy at 10:53 |
Primary Stats
Strength | 37 (base 31) |
Dexterity | 12 (base 12) |
Constitution | 28 (base 28) |
Magic | 10 (base 10) |
Willpower | 22 (base 17) |
Cunning | 10 (base 10) |
Resources
Life | -5/457 |
Stamina | 109/138 |
Healing Factor | 1.3 |
Regeneration | 1.755 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -77% |
Spell | 0% |
Global | +92.592592592593% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 17.093386622448 |
See Invisible | 17.093386622448 |
Offense: Mainhand
Damage | 37 |
Accuracy | 29 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 49.303987673336 (81.030927835052%) |
Defense | 27 |
Ranged Defense | 33 |
Fatigue | 41 |
Physical Save | 38 |
Spell Save | 15 |
Mental Save | 21 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 33% |
Confusion Resistance | 28% |
Poison Resistance | 26% |
Blind Resistance | 5% |
Silence Resistance | 20% |
Teleport Resistance | 15% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 33% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Soldier | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Retaliation | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arms | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Iron Guard |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Reduces global action speed by 8%. Slow |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The target is disabled, reducing movement speed by 27% and accuracy by 21. Disable |
beneficial effect | Stamina regeneration increased by 2.1. Flow of Battle |
detrimental effect | The target is confused, acting randomly (chance 12%) and unable to perform complex actions. Confused |
beneficial effect | The target is recovering 34 life each turn. Recovery |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Emorith (0 def, 8 armour) Emorith (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes resistances: +11% acid / +6% temporal / +11% fire / +11% lightning / +6% cold Changes resistances penetration: +5% temporal Disease immunity: +25% Silence immunity: +20% Confusion immunity: +5% A pair of boots made of leather. |
Light source | brass lantern 'Voryrewe' brass lantern 'Voryrewe'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +5% arcane Physical save: +20 (+7 eff.) Spell save: +3 (+3 eff.) Poison immunity: +5% Maximum life: +47.00 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 | insulating dwarven-steel helm of strength (+6) (0 def, 4 armour) insulating dwarven-steel helm of strength (+6) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str Changes resistances: +6% cold / +7% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Elenetir' (0 def, 1 armour) iron gauntlets 'Elenetir' (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% mind Reduces incoming crit damage: 5.00% Mental save: +3 (+2 eff.) Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +12.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Cyruldamira the steel ring Cyruldamira the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% arcane Mental save: +8 (+4 eff.) Confusion immunity: +24% Rings can have magical properties. |
Around neck | Taintsweeper the copper amulet Taintsweeper the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +12% blight Changes resistances penetration: +5% darkness / +10% nature Changes damage: +3% nature / +6% darkness Poison immunity: +21% Disease immunity: +21% Amulets can have magical properties. |
In main hand | insidious dwarven-steel waraxe of purging (19.5-27.3 power, 4 apr) insidious dwarven-steel waraxe of purging (19.5-27.3 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature / +22 insidious poison One-handed war axes. |
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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | icy dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 26-31.2 power, 81 block) icy dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 26-31.2 power, 81 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +81 Damage (Melee): +12 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 5 cold Damage when hit (Melee): 12 ice Changes resistances: +18% fire Talent granted: +3 Block Handheld deflection devices. |
Cloak | Nimbusflash the linen cloak (1 def, 0 armour) Nimbusflash the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% lightning Blindness immunity: +5% Teleport immunity: +15% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cleansing steel plate armour of stability (4 def, 9 armour) cleansing steel plate armour of stability (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +11% blight / +6% physical / +12% nature Physical save: +13 (+5 eff.) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 206 over 5 turns) regeneration infusion of the warrior (heal 206 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Strength 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. |
copper amulet 'Vilewhisper' copper amulet 'Vilewhisper'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% nature / +6% lightning Amulets can have magical properties. |
Olaledin the rough leather belt Olaledin the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +2% physical / +3% darkness / +6% fire / +6% cold Physical save: +3 (+1 eff.) A belt that goes around your waist. |
pair of rough leather boots 'Isonor' (0 def, 1 armour) pair of rough leather boots 'Isonor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +5 Cun / +1 Con It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 ametrine 3 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Blockhead the Cornac Bastion level 8
12nd Dusk 122nd year of Ascendancy at 12:44 see stats
By Blockhead the Cornac Bastion level 10
35th Dusk 122nd year of Ascendancy at 03:05 see stats
By Blockhead the Cornac Bastion level 8
30th Dusk 122nd year of Ascendancy at 06:53 see stats
By Blockhead the Cornac Bastion level 6
5th Flare 122nd year of Ascendancy at 19:42 see stats
Log
Zubeth the bandit uses Throwing Knives.
Zubeth the bandit shrugs off the effect 'Frozen'!
Blockhead hits Zubeth the bandit for 12 cold damage.
Zubeth the bandit's projectile hits Blockhead for (0 indomitable), 82 physical (83 total damage).
Blockhead lowers their shield.
Zubeth the bandit uses Distract.
Blockhead wanders around!.
Blockhead is disabled.
Blockhead rushes out!
Blockhead misses Zubeth the bandit.
Zubeth the bandit counters the attack!
Blockhead slows down.
Blockhead hits Zubeth the bandit for 12 cold, 12 cold (24 total damage).
Zubeth the bandit hits Blockhead for (2 indomitable), 61 physical, , (2 indomitable), 28 physical, 0 arcane (90 total damage).
Zubeth the bandit uses Dual Strike.
Blockhead is recovering from the damage!
Blockhead is stunned!
Blockhead is dazed!
Blockhead hits Zubeth the bandit for 12 cold, 4 cold (16 total damage).
Zubeth the bandit hits Blockhead for (5 indomitable), 63 physical, 0 arcane, (17 indomitable), 134 physical, (198 total damage).
Blockhead receives 44 healing.
Shield Slam is still on cooldown for 1 turns.
Blockhead is confused and fails to use Shockwave.
Zubeth the bandit uses Skullcracker.
Blockhead is not dazed anymore.
Saving game...