









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.7.4Official 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Shadowblade |
Level / Exp | 12 / 28% |
Size | medium |
Lifes / Deaths | Killed by Mirror Challenge of Mr. Skeletal at level 12 on the 5th Flare 122nd year of Ascendancy at 05:42 / 1 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 38 (base 15) |
Constitution | 19 (base 10) |
Magic | 23 (base 23) |
Willpower | 16 (base 10) |
Cunning | 45 (base 37) |
Resources
Life | -3/336 |
Mana | 94/196 |
Stamina | 16/148 |
Healing Factor | 1.0791723257555 |
Regeneration | 0.26979308143888 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 5 |
See Stealth | 32.045069181528 |
See Invisible | 32.045069181528 |
Stealth | 32 |
Offense: Mainhand
Damage | 42 |
Accuracy | 38 |
Crit Chance | 21% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 38 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Physical | +3% |
Nature | +15% |
Acid | +15% |
Arcane | +6% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Mind | +30% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (65.65183292883%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 23 |
Mental Save | 20 |
Defense: Resistances
Darkness | + 39%( 70%) |
Light | + 14%( 70%) |
Temporal | + 19%( 70%) |
Nature | + 38%( 70%) |
Arcane | + 15%( 70%) |
Fire | + 16%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Stealth |
Quests
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 10): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): Exterminator | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +6% fire other ------- Light +3 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 | ![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +4 Dex defense ------ Armor +1 Fatigue +1% Resistance +11% darkness other ------- Infravision +2 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Cun offense ------ Physical Power +5 (+2 eff.) On-Hit 6 physical Damage +3% physical defense ------ Armor +7 Defense +5 (+2 eff.) other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Wil offense ------ Ignore resists +20% mind Accuracy +4 (+2 eff.) defense ------ Resistance +3% light Crit Resistance 5.00% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% darkness Accuracy +6 (+3 eff.) defense ------ Resistance +20% darkness Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +4 Con Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +1 Wil offense ------ Mind Crit +2% Critical power +10.00% Ignore resists +5% light Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Fatigue -4% Resistance +5% arcane other ------- Encumbrance +20 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage On Critical: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: offense ------ Spellpower/crit +2 Damage +6% arcane defense ------ Resistance +3% temporal Spell save +3 (+1 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +10% mind defense ------ Armor +8 Defense +1 (+0 eff.) Resistance +6% temporal Crit Resistance 5.00% Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% acid +3% fire +3% mind +6% lightning Ignore resists +5% mind When Hit 8 fire defense ------ Defense +6 (+2 eff.) Resistance +3% fire other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 69.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Disrupt Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats +3 Wil Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+3 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Weapon Damage 9.5 - 14.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 20 Uses 1.0 Steam While equipped: Stats +1 Cun +1 Wil defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +5.0% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +5 acid On-crit, radius 2 +12 darkness While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +5 (+2 eff.) Damage +8% acid +3% darkness Ignore resists +15% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +1 Mag offense ------ Damage +11% light +11% darkness On-Hit (Melee): * 6% chance to reduce all saves and defense by 20 When Hit: * 11% chance to reduce all saves and defense by 20 defense ------ Armor +2 Fatigue +8% Resistance +11% light +10% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% cold +12% light +12% darkness A suit of armour made of mail. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 fire Damage +4% fire defense ------ Armor +2 Resistance +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 acid Damage +3% acid Accuracy +12 (+5 eff.) defense ------ Armor +2 Resistance +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 73% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 6/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 23 and armour hardiness by 40% Puts all charms on 14 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Mr. Skeletal the Skeleton Shadowblade level 6
4th Mirth 122nd year of Ascendancy at 13:12 see stats
By Mr. Skeletal the Skeleton Shadowblade level 11
4th Flare 122nd year of Ascendancy at 08:24 see stats
By Mr. Skeletal the Skeleton Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 13:45 see stats
Log
Mr. Skeletal evades Mirror Challenge of Mr. Skeletal.
Mirror Challenge of Mr. Skeletal hits Mr. Skeletal for (10 parried), (17 absorbed), 0 physical, (4 absorbed), 0 physical, (16 absorbed), 0 darkness, (5 absorbed), 0 fire (0 total damage).
Melee retaliation hits Mirror Challenge of Mr. Skeletal for (23 absorbed), 0 nature, (10 absorbed), 0 fire, (4 absorbed), 0 nature (0 total damage).
Mirror Challenge of Mr. Skeletal speeds up.
Mirror Challenge of Mr. Skeletal uses Dual Strike.
Your shield crumbles under the damage!
The shield around Mr. Skeletal crumbles.
Mr. Skeletal's fades into the shadows.
Mirror Challenge of Mr. Skeletal slows down.
Mr. Skeletal resists the stunning strike!
Mr. Skeletal is no longer evading attacks.
Talent Tumble is ready to use.
Mirror Challenge of Mr. Skeletal hits Mr. Skeletal for (10 parried), (12 absorbed), 9 physical, 4 physical, 16 darkness, 5 fire, 33 lightning, 50 physical, 7 mind, 4 physical, 16 darkness (144 total damage).
Melee retaliation hits Mirror Challenge of Mr. Skeletal for (23 absorbed), 0 nature, (10 absorbed), 0 fire, (4 absorbed), 0 nature, (23 absorbed), 0 nature, (10 absorbed), 0 fire, (4 absorbed), 0 nature (0 total damage).
Mr. Skeletal uses Shadow Dance.
You begin your Shadow Dance.
Mirror Challenge of Mr. Skeletal notices you at the last moment!
Mr. Skeletal misses Mirror Challenge of Mr. Skeletal.
Mr. Skeletal misses Mirror Challenge of Mr. Skeletal.
Mirror Challenge of Mr. Skeletal uses Heartseeker.
The shield around Mirror Challenge of Mr. Skeletal crumbles.
Mirror Challenge of Mr. Skeletal misses Mr. Skeletal.
Mirror Challenge of Mr. Skeletal hits Mr. Skeletal for (10 parried), 33 physical, 7 mind (40 total damage).
Melee retaliation hits Mirror Challenge of Mr. Skeletal for (23 absorbed), 0 nature, (6 absorbed), 4 fire, 4 nature (8 total damage).
Mr. Skeletal the level 12 skeleton shadowblade was psyched to death by Mirror Challenge of Mr. Skeletal but nobody knew why they suddenly became evil on level 10 of Infinite Dungeon.
You end your Shadow Dance.
Stealth is still on cooldown for 4 turns.
Quest 'Infinite Dungeon Challenge (Level 10): Mirror Match' is failed! (Press 'j' to see the quest log)