











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers of Rage 1.7.4Official Expansion!Ashes of Urh'Rok 1.7.4Official Expansion!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 | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 13 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Layunn the spitting spider at level 13 on the 2nd Summertide 122nd year of Ascendancy at 12:36 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 21 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 38 (base 34) |
| Willpower | 22 (base 20) |
| Cunning | 22 (base 21) |
Resources
| Mana | 6/232 |
| Psi | 0/179 |
| Paradox | 1000 |
| Life | -46/352 |
| Positive | 86/86 |
| Stamina | 136/166 |
| Hate | 91/100 |
| Healing Factor | 1.1472895330004 |
| Regeneration | 0.2868223832501 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | +2.2204460492503E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 44 |
| Crit Chance | 6% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +3% |
| Arcane | +3% |
| Cold | +11% |
| All | 0% |
| Lightning | +9% |
| Temporal | +3% |
| Physical | +9% |
| Fire | +11% |
| Mind | +6% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 19.118138619369 (56.297102139833%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 9 |
| Physical Save | 29 |
| Spell Save | 20 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 5%( 70%) |
| Cold | + 51%( 70%) |
| Fire | + 28%( 70%) |
| Mind | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 42% |
| Confusion Resistance | 21% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Proceed directly to the next Infinite Dungeon level in less than 98 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (98)Turns left: 98 | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: Random Artifact: Velayatha (117% power, 3 apr, fire element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: iron pickaxe (dig speed 38 turns) | done |
Proceed directly to the next Infinite Dungeon level in less than 311 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (311)Turns left: 23 You completed the challenge and received: Random Artifact: Belitha | done |
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 | pair of rough leather boots 'Thunderwinter' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Damage when hit (Melee): 2 lightning Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% 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 | Beudar the Lightningslice (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Dex Changes resistances: +3% acid / +6% fire / +6% cold Changes damage: +9% lightning A hat made of leather. Very stylish. |
| On hands | temporal iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +2 Mag Changes resistances: +5% temporal Changes damage: +3% arcane / +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing [power 194] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BelithaInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +1 Changes stats: +4 Dex Changes resistances: +22% cold / +22% fire Changes damage: +3% blight / +11% fire / +11% cold / +6% physical Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Rings make your fingers look great! |
| On fingers | Belimasus the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +1 Cun Reduces incoming crit damage: 5.00% Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 See invisible: +12 Rings make your fingers look great! |
| Around neck | clarifying copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
| In main hand | stralite mace 'Frozenwish' (148% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 148% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +11 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Damage when hit (Melee): 2 mind Changes resistances: +6% cold Changes resistances penetration: +5% mind Changes damage: +9% acid Disarm immunity: +22% Blunt and deadly. |
| Around waist | rough leather belt 'Leloregofang'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Wil Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | arcing stralite waraxe (138% power, 5 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage One-handed war axes. |
| Cloak | linen cloak 'Eilinema' (16 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+8 eff.) Changes stats: +1 Str / +3 Dex / +1 Mag / +1 Wil Changes resistances: +3% acid / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubydarin the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Con Changes resistances: +17% cold Changes damage: +6% mind / +3% physical Stamina each turn: +1.00 A suit of armour made of mail. |
Inventory
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
SingesquallPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Con Changes damage: +12% arcane / +3% fire Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
Bebar the Hazewinnow (115% power, 1 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +8 cold When wielded/worn: Changes stats: +10 Con / +7 Wil Changes resistances: +6% cold Changes resistances penetration: +15% cold Maximum life: +14.00 Light radius: +1 Massive two-handed swords. |
Bilestinger (102% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Damage (radius 1) on hit: +8 darkness When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances: +1% physical Changes damage: +6% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.acidic iron mace of massacre (116% power, 2 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Blunt and deadly. |
Tarradur the iron waraxe (103% power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Changes stats: +4 Con Changes resistances: +1% physical Mindpower: +5 (+2 eff.) One-handed war axes. |
Radianceserpent the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes resistances: +3% light / +11% cold Changes resistances penetration: +5% mind Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningbreacher (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 lightning Changes stats: +2 Con Changes damage: +9% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Zeritonik the Frigidsaw (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +3 Con Changes resistances penetration: +5% cold Maximum life: +24.00 Light radius: +1 A suit of armour made of metal plates. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
113 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Noontickler'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +5% light / +15% temporal Mental save: +5 (+5 eff.) Light radius: +3 See stealth: +5 See invisible: +7 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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) Activation costs 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. |
Glintfury the elm totem of stinging [power 116] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +4 Con Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% acid It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Earefang the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 16:37 see stats
Infinite x10 (Madness (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Earefang the Cornac Adventurer level 13
2nd Summertide 122nd year of Ascendancy at 11:24 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Earefang the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 15:33 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Earefang the Cornac Adventurer level 11
10th Mirth 122nd year of Ascendancy at 03:33 see stats
Log
Earefang is not stunned anymore.
Earefang converts some damage to Psi!
Emithra the blue ooze hits Earefang for (19 dissipated), 22 to psi, 36 physical (58 total damage).
Melee retaliation hits Emithra the blue ooze for 1 lightning, 1 mind (2 total damage).
Bleeding from Earefang hits Layunn the spitting spider for 7 physical damage.
Poison from Layunn the spitting spider hits Earefang for (10 dissipated), 8 to psi, 13 nature (21 total damage).
Salosessra the ancient elven mummy activates a prepared device.
Layunn the spitting spider seems to search the ground...
Layunn the spitting spider deactivates Second Life.
Layunn the spitting spider has been healed by a blast of positive energy!
Layunn the spitting spider HEALS from darkness damage!
Layunn the spitting spider receives 1452 healing.
Earefang hits Layunn the spitting spider for 0 physical, 5 temporal, 7 darkness, 5 healing, 41 physical, 5 temporal, 7 darkness, 5 healing, 29 lightning (95 total damage) [10 healing].
Earefang hits Mirror Image for 34 lightning damage.
Armoured skeleton warrior misses Earefang.
Mirror Image uses Taunt.
Earefang converts some damage to Psi!
Melee retaliation hits Armoured skeleton warrior for 2 lightning, 2 mind (4 total damage).
Armoured skeleton warrior hits Earefang for (8 dissipated), 2 to psi, 15 physical, (1 dissipated), 3 light, (3 dissipated), 6 lightning (27 total damage).
Umber hulk is less vulnerable.
Broken golem misses Earefang.
Talent Healing Light is ready to use.
Talent Infusion: Regeneration is ready to use.
Earefang converts some damage to Psi!
Poison from Layunn the spitting spider hits Earefang for (10 dissipated), 0 to psi, 23 nature (23 total damage).
Melee retaliation hits Umber hulk for 2 lightning, 1 mind (3 total damage).
Bleeding from Earefang hits Layunn the spitting spider for 15 physical damage.
Umber hulk hits Earefang for (8 dissipated), 18 physical (18 total damage).
Earefang the level 13 cornac adventurer was treehugged to death by Layunn the spitting spider on level 10 of Infinite Dungeon.













































































