Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Cursed |
Level / Exp | 9 / 87% |
Size | medium |
Lifes / Deaths | Killed by Nerynne the venom drake hatchling at level 9 on the 5th Mirth 122nd year of Ascendancy at 01:37 / 1 |
Primary Stats
Strength | 31 (base 24) |
Dexterity | 14 (base 10) |
Constitution | 12 (base 12) |
Magic | 11 (base 10) |
Willpower | 29 (base 30) |
Cunning | 10 (base 10) |
Resources
Life | -25/309 |
Hate | 100/100 |
Healing Factor | 1.1191526171258 |
Regeneration | 0.27978815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 39 |
Accuracy | 27 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 28.522593642275 (62.32946707186%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 7 |
Physical Save | 20 |
Spell Save | 14 |
Mental Save | 14 |
Defense: Resistances
Acid | + 16%( 70%) |
Light | + 30%( 70%) |
Lightning | + 15%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Pinning Resistance | 20% |
Confusion Resistance | 49% |
Fear Resistance | 28% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 88% |
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: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 403% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 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 |
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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 |
Equipment
On feet | traveler's pair of iron boots of tirelessness (Corpses) (0 def, 3 armour) traveler's pair of iron boots of tirelessness (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | mindwoven linen wizard hat of lightning (+15%) (Nightmares) (1 def, 0 armour) mindwoven linen wizard hat of lightning (+15%) (Nightmares) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning Psi each turn: +0.11 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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 | marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
Around waist | Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | flaming iron waraxe of massacre (Corpses) (18-24 power, 2 apr) flaming iron waraxe of massacre (Corpses) (18-24 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire Curse of Corpses One-handed war axes. |
On hands | hardened leather gloves of strength (+3) (Corpses) (0 def, 2 armour) hardened leather gloves of strength (+3) (Corpses) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | reinforced iron shield (Nightmares) (0 def, 4 armour, 10-12 power, 47 block) reinforced iron shield (Nightmares) (0 def, 4 armour, 10-12 power, 47 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +47 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
Main armor | impenetrable iron mail armour of acid resistance (Corpses) (2 def, 10 armour) impenetrable iron mail armour of acid resistance (Corpses) (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +16% acid Curse of Corpses A suit of armour made of mail. |
Around neck | clarifying copper amulet of strength (+3) clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. iron greatsword of massacre (Nightmares) (26-42 power, 1 apr)iron greatsword of massacre (Nightmares) (26-42 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron waraxe of massacre (Misfortune) (18-25 power, 2 apr)iron waraxe of massacre (Misfortune) (18-25 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking steel waraxe of amnesia (Madness) (12-17 power, 3 apr)truestriking steel waraxe of amnesia (Madness) (12-17 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding rough leather belt (Misfortune)grounding rough leather belt (Misfortune) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Hanorim the woollen robe (Misfortune) (0 def, 0 armour)Hanorim the woollen robe (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +9% all Changes damage: +10% lightning Critical mult.: +10.00% Mental save: +9 (+7 eff.) Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Maximum hate: +2.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour) rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of erosion (19/19, 20-28 power, 7 apr)quiver of ash arrows of erosion (19/19, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Damage (Ranged): +8 nature Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
44 alchemist agate 44 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 65.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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 Activation costs 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) 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. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
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. |
2 citrine 2 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. |
5 zircon 5 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
By Daodi the Higher Cursed level 9
2nd Mirth 122nd year of Ascendancy at 18:50 see stats
Log
Shield of Light hits Nerynne the venom drake hatchling for 6 healing, 6 healing (0 total damage) [12 healing].
Daodi hits Nerynne the venom drake hatchling for 5 darkness, 5 mind (10 total damage).
Nerynne the venom drake hatchling receives 6 healing from Shield of Light.
Bleeding from Daodi hits Nerynne the venom drake hatchling for 11 physical damage.
Nerynne the venom drake hatchling casts Shock.
Nerynne the venom drake hatchling's Shock hits Daodi for 29 lightning damage.
Daodi is dazed!
Daodi is not dazed anymore.
Daodi stops burning.
Mindrot hits Nerynne the venom drake hatchling for 1 mind, 2 darkness (4 total damage).
Hurricane from Nerynne the venom drake hatchling hits Daodi for 18 lightning damage.
Shield of Light hits Nerynne the venom drake hatchling for 6 healing, 6 healing (0 total damage) [12 healing].
Nerynne the venom drake hatchling receives 6 healing from Shield of Light.
Bleeding from Daodi hits Nerynne the venom drake hatchling for 9 physical damage.
Nerynne the venom drake hatchling casts Manathrust.
Nerynne the venom drake hatchling's Manathrust hits Daodi for 50 arcane damage.
Talent Infusion: Regeneration is ready to use.
Mindrot hits Nerynne the venom drake hatchling for 1 mind, 2 darkness (4 total damage).
Hurricane from Nerynne the venom drake hatchling hits Daodi for 17 lightning damage.
Shield of Light hits Nerynne the venom drake hatchling for 6 healing, 6 healing (0 total damage) [12 healing].
Nerynne the venom drake hatchling receives 6 healing from Shield of Light.
Bleeding from Daodi hits Nerynne the venom drake hatchling for 9 physical damage.
Daodi uses Infusion: Regeneration.
Daodi starts regenerating health quickly.
Nerynne the venom drake hatchling casts Lightning.
Nerynne the venom drake hatchling hits Daodi for 61 lightning damage.
Daodi the level 9 higher cursed was volted to death by Nerynne the venom drake hatchling on level 1 of The Maze.